Difference between revisions of "Protocol"

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(Undo revision 2512 by Shoghicp (talk) ups!!!!)
(Updated to 1.3.1)
Line 63: Line 63:
 
=== Login Request (0x01) ===
 
=== Login Request (0x01) ===
  
''Two-Way''
+
''Server to Client''
  
'''Client to Server'''
+
See [[Protocol Encryption]] for information on logging in.
 
 
Sent by the client after the handshake to finish logging in. If the version is outdated or any field is invalid, the server will disconnect the client with a [[#0xFF|kick]]. If the client is started in offline mode, the player's username will default to <code>Player</code>, making LAN play with more than one player impossible (without authenticating) as the server will prevent multiple users with the same name.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 77: Line 75:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="8" | 0x01
+
| class="col0 centeralign" rowspan="7" | 0x01
| class="col1 centeralign" | Protocol Version
+
| class="col1 centeralign" | Entity ID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>20</code>
+
| class="col3 centeralign" | <code>1298</code>
| class="col4" | 1.2.5's protocol version is <code>29</code>
+
| class="col4" | The Players Entity ID
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Username
+
| class="col0 centeralign" | Level Type
 
| class="col1 centeralign" | string
 
| class="col1 centeralign" | string
| class="col2 centeralign" | <code>TkTech</code>
+
| class="col2 centeralign" | default
| class="col3" | The name of the user attempting to login, max length of 16
+
| class="col3" | default or SUPERFLAT; level-type in server.properties
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Not used
+
| class="col0 centeralign" | Server mode
| class="col1 centeralign" | string
+
| class="col1 centeralign" | byte
| class="col2 centeralign" | (empty string)
+
| class="col2 centeralign" | <code>0</code>
| class="col3" |  
+
| class="col3" | 0 for survival, 1 for creative
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Not used
+
| class="col0 centeralign" | Dimension
| class="col1 centeralign" | int
+
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>0</code>
 
| class="col2 centeralign" | <code>0</code>
| class="col3" |  
+
| class="col3" | <code>-1</code>: The Nether, <code>0</code>: The Overworld, <code>1</code>: The End
 
|- class="row5"
 
|- class="row5"
| class="col0 centeralign" | Not used
+
| class="col0 centeralign" | Difficulty
| class="col1 centeralign" | int
+
| class="col1 centeralign" | byte
| class="col2 centeralign" | <code>0</code>
+
| class="col2 centeralign" | <code>1</code>
| class="col3" |
+
| class="col3" | <code>0</code> thru <code>3</code> for Peaceful, Easy, Normal, Hard
 
|- class="row6"
 
|- class="row6"
 
| class="col0 centeralign" | Not used
 
| class="col0 centeralign" | Not used
| class="col1 centeralign" | byte
+
| class="col1 centeralign" | unsigned byte
 
| class="col2 centeralign" | <code>0</code>
 
| class="col2 centeralign" | <code>0</code>
| class="col3" |
+
| class="col3" | Only 0 observed from vanilla server, was previously world height
 
|- class="row7"
 
|- class="row7"
| class="col0 centeralign" | Not used
+
| class="col0 centeralign" | Max players
 
| class="col1 centeralign" | unsigned byte
 
| class="col1 centeralign" | unsigned byte
| class="col2 centeralign" | <code>0</code>
+
| class="col2 centeralign" | <code>8</code>
| class="col3" |
+
| class="col3" | Used by the client to draw the player list
 
|- class="row8"
 
|- class="row8"
| class="col0 centeralign" | Not used
 
| class="col1 centeralign" | unsigned byte
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" |
 
|- class="row9"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 20 bytes + length of strings
+
| class="col1 rightalign" colspan="4" | 12 bytes + length of strings
 
|}
 
|}
  
'''Server to Client'''
+
{{anchor|0x02}}
 +
 
 +
=== Handshake (0x02) ===
  
Sent by the server if it accepts the clients [[#0x01|login request]]. If it didn't, it'll send a [[#0xFF|kick]] instead.
+
''Client to server''
  
Max players is used by the client to draw the player list. Setting this value lower than the actual max players, or indeed the number of players online, will only affect the size and number of users displayed. Values above 127 will cause the player list not to be drawn. Values above 60 will cause usernames to overlap and not fit in their bounding boxes.
+
See [[Protocol Encryption]] for information on logging in.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 136: Line 131:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="8" | 0x01
+
| class="col0 centeralign" rowspan="4" | 0x02
| class="col1 centeralign" | Entity ID
+
| class="col1 centeralign" | Protocol Version
| class="col2 centeralign" | int
+
| class="col2 centeralign" | byte
| class="col3 centeralign" | <code>1298</code>
+
| class="col3 centeralign" | <code>38</code>
| class="col4" | The Players Entity ID
+
| class="col4" |  
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Not used
+
| class="col1 centeralign" | Username
| class="col1 centeralign" | string
+
| class="col2 centeralign" | string
| class="col2 centeralign" | (empty string)
+
| class="col3 centeralign" | <code>TkTech</code>
| class="col3" | Not used
+
| class="col4" | The username of the player attempting to connect
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Level Type
+
| class="col1 centeralign" | Server Host
| class="col1 centeralign" | string
+
| class="col2 centeralign" | string
| class="col2 centeralign" | default
+
| class="col3 centeralign" | <code>localhost</code>
| class="col3" | default or FLAT; level-type in server.properties
+
| class="col4" |  
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Server mode
+
| class="col1 centeralign" | Server Port
| class="col1 centeralign" | int
+
| class="col2 centeralign" | int
| class="col2 centeralign" | <code>0</code>
+
| class="col3 centeralign" | <code>25565</code>
| class="col3" | 0 for survival, 1 for creative
+
| class="col4" |  
 
|- class="row5"
 
|- class="row5"
| class="col0 centeralign" | Dimension
+
! class="col0" | Total Size:
| class="col1 centeralign" | int
+
| class="col1 rightalign" colspan="4" | 10 bytes + length of strings
| class="col2 centeralign" | <code>0</code>
+
|}
| class="col3" | <code>-1</code>: The Nether, <code>0</code>: The Overworld, <code>1</code>: The End
 
|- class="row7"
 
| class="col0 centeralign" | Difficulty
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>1</code>
 
| class="col3" | <code>0</code> thru <code>3</code> for Peaceful, Easy, Normal, Hard
 
|- class="row6"
 
| class="col0 centeralign" | Not used
 
| class="col1 centeralign" | unsigned byte
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" | Only 0 observed from vanilla server, was previously world height
 
|- class="row7"
 
| class="col0 centeralign" | Max players
 
| class="col1 centeralign" | unsigned byte
 
| class="col2 centeralign" | <code>8</code>
 
| class="col3" | Used by the client to draw the player list
 
|- class="row8"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 20 bytes + length of strings
 
|}
 
  
 +
{{anchor|0x03}}
  
{{anchor|0x02}}
+
=== Chat Message (0x03) ===
 
 
=== Handshake (0x02) ===
 
  
 
''Two-Way''
 
''Two-Way''
  
'''Client to Server'''
+
The default server will check the message to see if it begins with a '/'. If it doesn't, the username of the sender is prepended and sent to all other clients (including the original sender). If it does, the server assumes it to be a command and attempts to process it. A message longer than 100 characters will cause the server to kick the client. This limits the chat message packet length to 103 bytes. Note that this limit does not apply to incoming chat messages as the server may have prepended other information, not limited to, but usually including, a username.
  
This is the first packet sent by the client and is used for [[Authentication]].
+
A message longer than 119 characters will cause the server and client to print the message "Received string length longer than maximum allowed (X > 119)", with no side effects.
  
Contains the username of the connecting player, and the server host/port they're connecting to, most likely to allow [http://en.wikipedia.org/wiki/Virtual_hosting virtual hosting]. ([https://github.com/sadimusi/MVHP/blob/master/mvhp.py sample python implementation], [https://github.com/qwaxys/MultiProxyServer sample C# implementation])
+
For more information, see [[Chat]].
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 202: Line 176:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" | 0x02
+
| class="col0 centeralign" | 0x03
| class="col1 centeralign" | Username and Host
+
| class="col1 centeralign" | Message
 
| class="col2 centeralign" | string
 
| class="col2 centeralign" | string
| class="col3 centeralign" | <code>TkTech;localhost:25565</code>
+
| class="col3 centeralign" | <code>&lt;Bob&gt; Hello World!</code>
| class="col4" | The username of the player attempting to connect, and the host they're connecting to, seperated by a semicolon.
+
| class="col4" | User input '''must''' be sanitized server-side
 
|- class="row2"
 
|- class="row2"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 3 bytes + length of string
+
| class="col1 rightalign" colspan="4" | 3 bytes + length of strings
 
|}
 
|}
  
'''Server to Client'''
 
  
This is the first packet sent by the server, in response to the client, and is used for [[Authentication]]
+
{{anchor|0x04}}
 +
 
 +
=== Time Update (0x04) ===
 +
 
 +
''Server to Client''
 +
 
 +
Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.
 +
 
 +
The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.
 +
 
 +
The default SMP server increments the time by <code>20</code> every second.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 224: Line 207:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" | 0x02
+
| class="col0 centeralign" | 0x04
| class="col1 centeralign" | Connection Hash
+
| class="col1 centeralign" | Time
| class="col2 centeralign" | string
+
| class="col2 centeralign" | long
| class="col3 rightalign" | <code>2e66f1dc032ab5f0</code>
+
| class="col3 centeralign" | 23718728
| class="col4" | A unique, per-connection hash, '''or''' '-'
+
| class="col4 centeralign" | The world (or region) time, in ticks
 
|- class="row2"
 
|- class="row2"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 3 bytes + length of strings
+
| class="col1 rightalign" colspan="4" | 9 bytes
 
|}
 
|}
  
If connect hash is '-', the server is in offline mode and no name authentication needs to take place. The client will just send a 0x01 straight back, and the server won't perform the similar authentication step.
 
  
Otherwise, it contains a randomly generated long as a series of hex digits. For details on what to do with it, see [[Authentication]]
+
{{anchor|0x05}}
  
 +
=== Entity Equipment (0x05) ===
  
{{anchor|0x03}}
+
''Server to Client''
 
 
=== Chat Message (0x03) ===
 
 
 
''Two-Way''
 
 
 
The default server will check the message to see if it begins with a '/'. If it doesn't, the username of the sender is prepended and sent to all other clients (including the original sender). If it does, the server assumes it to be a command and attempts to process it. A message longer than 100 characters will cause the server to kick the client. This limits the chat message packet length to 103 bytes. Note that this limit does not apply to incoming chat messages as the server may have prepended other information, not limited to, but usually including, a username.
 
 
 
A message longer than 119 characters will cause the server and client to print the message "Received string length longer than maximum allowed (X > 119)", with no side effects.
 
 
 
For more information, see [[Chat]].
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 259: Line 232:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" | 0x03
+
| class="col0 centeralign" rowspan="3" | 0x05
| class="col1 centeralign" | Message
+
| class="col1 centeralign" | Entity ID
| class="col2 centeralign" | string
+
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>&lt;Bob&gt; Hello World!</code>
+
| class="col3 centeralign" | 0x00010643
| class="col4" | User input '''must''' be sanitized server-side
+
| class="col4" | Named Entity ID
 
|- class="row2"
 
|- class="row2"
 +
| class="col0 centeralign" | Slot
 +
| class="col1 centeralign" | short
 +
| class="col2 centeralign" | 4
 +
| class="col3" | Equipment slot: 0=held, 1-4=armor slot
 +
|- class="row3"
 +
| class="col0 centeralign" | Item
 +
| class="col1 centeralign" | slot
 +
| class="col2 centeralign" |
 +
| class="col3" | Item in slot format
 +
|- class="row5"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 3 bytes + length of strings
+
| class="col1 rightalign" colspan="4" | 11 bytes
 
|}
 
|}
  
 
+
{{anchor|0x06}}
{{anchor|0x04}}
+
=== Spawn Position (0x06) ===
 
 
=== Time Update (0x04) ===
 
  
 
''Server to Client''
 
''Server to Client''
  
Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.
+
Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.
 
 
The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.
 
 
 
The default SMP server increments the time by <code>20</code> every second.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 290: Line 267:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" | 0x04
+
| class="col0 centeralign" rowspan="3" | 0x06
| class="col1 centeralign" | Time
+
| class="col1 centeralign" | X
| class="col2 centeralign" | long
+
| class="col2 centeralign" | int
| class="col3 centeralign" | 23718728
+
| class="col3 centeralign" | <code>117</code>
| class="col4 centeralign" | The world (or region) time, in ticks
+
| class="col4 centeralign" | Spawn X in block coordinates
 
|- class="row2"
 
|- class="row2"
! class="col0" | Total Size:
+
| class="col0 centeralign" | Y
| class="col1 rightalign" colspan="4" | 9 bytes
+
| class="col1 centeralign" | int
 +
| class="col2 centeralign" | <code>70</code>
 +
| class="col3 centeralign" | Spawn Y in block coordinates
 +
|- class="row3"
 +
| class="col0 centeralign" | Z
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" | <code>-46</code>
 +
| class="col3 centeralign" | Spawn Z in block coordinates
 +
|- class="row4"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 13 bytes
 
|}
 
|}
  
  
{{anchor|0x05}}
+
{{anchor|0x07}}
 +
=== Use Entity (0x07) ===
  
=== Entity Equipment (0x05) ===
+
''Client to Server''
  
''Server to Client''
+
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
  
After each "Named Entity Spawn", there will be five of these packets for the equipped item and armor.  If there are changes in visible equipment, another one of these is sent.
+
A Notchian server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 317: Line 305:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="4" | 0x05
+
| class="col0 centeralign" rowspan="3" | 0x07
| class="col1 centeralign" | Entity ID
+
| class="col1 centeralign" | User
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | 0x00010643
+
| class="col3 centeralign" | <code>1298</code>
| class="col4" | Named Entity ID
+
| class="col4" | The entity of the player (ignored by the server)
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Slot
+
| class="col0 centeralign" | Target
| class="col1 centeralign" | short
+
| class="col1 centeralign" | int
| class="col2 centeralign" | 4
+
| class="col2 centeralign" | <code>1805</code>
| class="col3" | Equipment slot: 0=held, 1-4=armor slot
+
| class="col3" | The entity the player is interacting with
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Item ID
+
| class="col0 centeralign" | Mouse button
| class="col1 centeralign" | short
+
| class="col1 centeralign" | bool
| class="col2 centeralign" | -1
+
| class="col2 centeralign" | <code>true</code>
| class="col3" | Equipped item (-1 for empty slot)
+
| class="col3" | <code>true</code> when the player is left-clicking and <code>false</code> when right-clicking.
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Damage
 
| class="col1 centeralign" | short
 
| class="col2 centeralign" |
 
| class="col3" |
 
|- class="row5"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 11 bytes
+
| class="col1 rightalign" colspan="4" | 10 bytes
 
|}
 
|}
  
  
{{anchor|0x06}}
+
{{anchor|0x08}}
=== Spawn Position (0x06) ===
+
 
 +
=== Update Health (0x08) ===
  
 
''Server to Client''
 
''Server to Client''
  
Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.
+
Sent by the server to update/set the health of the player it is sent to. Added in protocol version 5.
 +
 
 +
Food saturation acts as a food "overcharge". Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 358: Line 344:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="3" | 0x06
+
| class="col0 centeralign" rowspan="3" | 0x08
| class="col1 centeralign" | X
+
| class="col1 centeralign" | Health
| class="col2 centeralign" | int
+
| class="col2 centeralign" | short
| class="col3 centeralign" | <code>117</code>
+
| class="col3 centeralign" | 20
| class="col4 centeralign" | Spawn X in block coordinates
+
| class="col4" | 0 or less = dead, 20 = full HP
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Y
+
| class="col1 centeralign" | Food
| class="col1 centeralign" | int
+
| class="col2 centeralign" | short
| class="col2 centeralign" | <code>70</code>
+
| class="col3 centeralign" | 20
| class="col3 centeralign" | Spawn Y in block coordinates
+
| class="col4" | 0 - 20
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Z
+
| class="col1 centeralign" | Food Saturation
| class="col1 centeralign" | int
+
| class="col2 centeralign" | float
| class="col2 centeralign" | <code>-46</code>
+
| class="col3 centeralign" | 5.0
| class="col3 centeralign" | Spawn Z in block coordinates
+
| class="col4" | Seems to vary from 0.0 to 5.0 in integer increments
 
|- class="row4"
 
|- class="row4"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 13 bytes
+
| class="col1 rightalign" colspan="4" | 9 bytes
 
|}
 
|}
  
  
{{anchor|0x07}}
+
{{anchor|0x09}}
=== Use Entity (0x07) ===
+
=== Respawn (0x09) ===
  
''Client to Server''
+
''Server to Client''
  
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
+
To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet.  You do not need to unload chunks, the client will do it automatically.
 
 
A Notchian server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 396: Line 380:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="3" | 0x07
+
| class="col0 centeralign" rowspan="5" | 0x09
| class="col1 centeralign" | User
+
| class="col1 centeralign" | Dimension
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>1298</code>
+
| class="col3 centeralign" | <code>1</code>
| class="col4" | The entity of the player (ignored by the server)
+
| class="col4" | <code>-1</code>: The Nether, <code>0</code>: The Overworld, <code>1</code>: The End
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Target
+
| class="col1 centeralign" | Difficulty
| class="col1 centeralign" | int
+
| class="col2 centeralign" | byte
| class="col2 centeralign" | <code>1805</code>
+
| class="col3 centeralign" | <code>1</code>
| class="col3" | The entity the player is interacting with
+
| class="col4" | <code>0</code> thru <code>3</code> for Peaceful, Easy, Normal, Hard. <code>1</code> is always sent c->s
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Mouse button
+
| class="col1 centeralign" | Creative mode
| class="col1 centeralign" | bool
+
| class="col2 centeralign" | byte
| class="col2 centeralign" | <code>true</code>
+
| class="col3 centeralign" | <code>1</code>
| class="col3" | <code>true</code> when the player is left-clicking and <code>false</code> when right-clicking.
+
| class="col4" | <code>0</code> for survival, <code>1</code> for creative.
 
|- class="row4"
 
|- class="row4"
 +
| class="col1 centeralign" | World height
 +
| class="col2 centeralign" | short
 +
| class="col3 centeralign" | <code>256</code>
 +
| class="col4" | Defaults to <code>256</code>
 +
|- class="row5"
 +
| class="col1 centeralign" | Level Type
 +
| class="col2 centeralign" | string
 +
| class="col3 centeralign" | default
 +
| class="col4" | See [[#0x01|0x01 login]]
 +
|- class="row6"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 10 bytes
+
| class="col1 rightalign" colspan="4" | 11 bytes + length of string
 
|}
 
|}
 +
{{anchor|0x0A}}
  
 +
=== Player (0x0A) ===
  
{{anchor|0x08}}
+
''Client to Server''
  
=== Update Health (0x08) ===
+
This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).
  
''Server to Client''
+
When dropping from sufficient height, fall damage is applied when this state goes from False to True. The amount of damage applied is based on the point where it last changed from True to False. Note that there are several movement related packets containing this state.
  
Sent by the server to update/set the health of the player it is sent to. Added in protocol version 5.
+
This packet was previously referred to as Flying
 
 
Food saturation acts as a food "overcharge". Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 435: Line 429:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="3" | 0x08
+
| class="col0 centeralign" | 0x0A
| class="col1 centeralign" | Health
+
| class="col1 centeralign" | On Ground
| class="col2 centeralign" | short
+
| class="col2 centeralign" | bool
| class="col3 centeralign" | 20
+
| class="col3 centeralign" | <code>1</code>
| class="col4" | 0 or less = dead, 20 = full HP
+
| class="col4" | <code>True</code> if the client is on the ground, <code>False</code> otherwise
 
|- class="row2"
 
|- class="row2"
| class="col1 centeralign" | Food
+
! class="col0" | Total Size:
| class="col2 centeralign" | short
+
| class="col1 rightalign" colspan="4" | 2 bytes
| class="col3 centeralign" | 20
 
| class="col4" | 0 - 20
 
|- class="row3"
 
| class="col1 centeralign" | Food Saturation
 
| class="col2 centeralign" | float
 
| class="col3 centeralign" | 5.0
 
| class="col4" | Seems to vary from 0.0 to 5.0 in integer increments
 
|- class="row4"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 9 bytes
 
 
|}
 
|}
  
  
{{anchor|0x09}}
+
{{anchor|0x0B}}
=== Respawn (0x09) ===
+
=== Player Position (0x0B) ===
  
''Two-Way''
+
''Client to Server''
  
Sent by the client when the player presses the "Respawn" button after dying. The server then teleports the user to the spawn point, and sends a respawn packet in response. The client will not leave the respawn screen until it receives a respawn packet.
+
Updates the players XYZ position on the server.
 +
If <code>Stance - Y</code> is less than <code>0.1</code> or greater than <code>1.65</code>, the stance is illegal and the client will be kicked with the message “Illegal Stance”.
 +
If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 units will result in the client being kicked for "You moved too quickly :( (Hacking?)"
 +
Also if the absolute number of X or Z is set greater than <code>3.2E7D</code> the client will be kicked for "Illegal position"
  
To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet.  You do not need to unload chunks, the client will do it automatically.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 473: Line 459:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="5" | 0x09
+
| class="col0 centeralign" rowspan="5" | 0x0B
| class="col1 centeralign" | Dimension
+
| class="col1 centeralign" | X
| class="col2 centeralign" | int
+
| class="col2 centeralign" | double
| class="col3 centeralign" | <code>1</code>
+
| class="col3 rightalign" | <code>102.809</code>
| class="col4" | <code>-1</code>: The Nether, <code>0</code>: The Overworld, <code>1</code>: The End
+
| class="col4" | Absolute position
 
|- class="row2"
 
|- class="row2"
| class="col1 centeralign" | Difficulty
+
| class="col0 centeralign" | Y
| class="col2 centeralign" | byte
+
| class="col1 centeralign" | double
| class="col3 centeralign" | <code>1</code>
+
| class="col2 centeralign" | <code>70.00</code>
| class="col4" | <code>0</code> thru <code>3</code> for Peaceful, Easy, Normal, Hard. <code>1</code> is always sent c->s
+
| class="col3" | Absolute position
 
|- class="row3"
 
|- class="row3"
| class="col1 centeralign" | Creative mode
+
| class="col0 centeralign" | Stance
| class="col2 centeralign" | byte
+
| class="col1 centeralign" | double
| class="col3 centeralign" | <code>1</code>
+
| class="col2 centeralign" | <code>71.62</code>
| class="col4" | <code>0</code> for survival, <code>1</code> for creative.
+
| class="col3" | Used to modify the players bounding box when going up stairs, crouching, etc…
 
|- class="row4"
 
|- class="row4"
| class="col1 centeralign" | World height
+
| class="col0 centeralign" | Z
| class="col2 centeralign" | short
+
| class="col1 centeralign" | double
| class="col3 centeralign" | <code>256</code>
+
| class="col2 centeralign" | <code>68.30</code>
| class="col4" | Defaults to <code>256</code>
+
| class="col3" | Absolute position
 
|- class="row5"
 
|- class="row5"
| class="col1 centeralign" | Level Type
+
| class="col0 centeralign" | On Ground
| class="col2 centeralign" | string
+
| class="col1 centeralign" | bool
| class="col3 centeralign" | default
+
| class="col2 centeralign" | <code>1</code>
| class="col4" | See [[#0x01|0x01 login]]
+
| class="col3" |
 +
Derived from packet [[#0x0A|0x0A]]
 
|- class="row6"
 
|- class="row6"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 11 bytes + length of string
+
| class="col1 rightalign" colspan="4" | 34 bytes
 
|}
 
|}
  
  
{{anchor|0x0A}}
+
{{anchor|0x0C}}
 
+
=== Player Look (0x0C) ===
=== Player (0x0A) ===
 
  
 
''Client to Server''
 
''Client to Server''
  
This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).
+
[[File:Minecraft-trig-yaw.png|thumb|The unit circle for yaw]]
  
When dropping from sufficient height, fall damage is applied when this state goes from False to True. The amount of damage applied is based on the point where it last changed from True to False. Note that there are several movement related packets containing this state.
+
Updates the direction the player is looking in.
  
This packet was previously referred to as Flying
+
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the xz-plane starts at (0, 1) and turns backwards towards (-1, 0), or in other words, it turns clockwise instead of counterclockwise. Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
 +
 
 +
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
 +
 
 +
You can get a unit vector from a given yaw/pitch via:
 +
  x = -cos(pitch) * sin(yaw)
 +
  y = -sin(pitch)
 +
  z =  cos(pitch) * cos(yaw)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 524: Line 517:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" | 0x0A
+
| class="col0 centeralign" rowspan="3" | 0x0C
| class="col1 centeralign" | On Ground
+
| class="col1 centeralign" | Yaw
| class="col2 centeralign" | bool
+
| class="col2 centeralign" | float
| class="col3 centeralign" | <code>1</code>
+
| class="col3 centeralign" | <code>0.00</code>
| class="col4" | <code>True</code> if the client is on the ground, <code>False</code> otherwise
+
| class="col4" | Absolute rotation on the X Axis, in degrees
 
|- class="row2"
 
|- class="row2"
 +
| class="col0 centeralign" | Pitch
 +
| class="col1 centeralign" | float
 +
| class="col2 centeralign" | <code>0.00</code>
 +
| class="col3" | Absolute rotation on the Y Axis, in degrees
 +
|- class="row3"
 +
| class="col0 centeralign" | On Ground
 +
| class="col1 centeralign" | bool
 +
| class="col2 centeralign" | <code>1</code>
 +
| class="col3" |
 +
Derived from packet [[#0x0A|0x0A]]
 +
|- class="row4"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 2 bytes
+
| class="col1 rightalign" colspan="4" | 10 bytes
 
|}
 
|}
  
  
{{anchor|0x0B}}
+
{{anchor|0x0D}}
=== Player Position (0x0B) ===
+
=== Player Position &amp; Look (0x0D) ===
  
''Client to Server''
+
''Two-Way''
  
Updates the players XYZ position on the server.
+
A combination of [[#0x0C|Player Look]] and [[#0x0B|Player position]].
If <code>Stance - Y</code> is less than <code>0.1</code> or greater than <code>1.65</code>, the stance is illegal and the client will be kicked with the message “Illegal Stance”.
 
If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 units will result in the client being kicked for "You moved too quickly :( (Hacking?)"
 
Also if the absolute number of X or Z is set greater than <code>3.2E7D</code> the client will be kicked for "Illegal position"
 
  
 +
'''Client to Server'''
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 554: Line 556:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="5" | 0x0B
+
| class="col0 centeralign" rowspan="7" | 0x0D
 
| class="col1 centeralign" | X
 
| class="col1 centeralign" | X
 
| class="col2 centeralign" | double
 
| class="col2 centeralign" | double
| class="col3 rightalign" | <code>102.809</code>
+
| class="col3 centeralign" | <code>6.5</code>
 
| class="col4" | Absolute position
 
| class="col4" | Absolute position
 
|- class="row2"
 
|- class="row2"
 
| class="col0 centeralign" | Y
 
| class="col0 centeralign" | Y
 
| class="col1 centeralign" | double
 
| class="col1 centeralign" | double
| class="col2 centeralign" | <code>70.00</code>
+
| class="col2 centeralign" | <code>65.620000004768372</code>
 
| class="col3" | Absolute position
 
| class="col3" | Absolute position
 
|- class="row3"
 
|- class="row3"
 
| class="col0 centeralign" | Stance
 
| class="col0 centeralign" | Stance
 
| class="col1 centeralign" | double
 
| class="col1 centeralign" | double
| class="col2 centeralign" | <code>71.62</code>
+
| class="col2 centeralign" | <code>67.240000009536743</code>
 
| class="col3" | Used to modify the players bounding box when going up stairs, crouching, etc…
 
| class="col3" | Used to modify the players bounding box when going up stairs, crouching, etc…
 
|- class="row4"
 
|- class="row4"
 
| class="col0 centeralign" | Z
 
| class="col0 centeralign" | Z
 
| class="col1 centeralign" | double
 
| class="col1 centeralign" | double
| class="col2 centeralign" | <code>68.30</code>
+
| class="col2 centeralign" | <code>7.5</code>
 
| class="col3" | Absolute position
 
| class="col3" | Absolute position
 
|- class="row5"
 
|- class="row5"
 +
| class="col0 centeralign" | Yaw
 +
| class="col1 centeralign" | float
 +
| class="col2 centeralign" | <code>0.0</code>
 +
| class="col3" | Absolute rotation on the X Axis
 +
|- class="row6"
 +
| class="col0 centeralign" | Pitch
 +
| class="col1 centeralign" | float
 +
| class="col2 centeralign" | <code>0.0</code>
 +
| class="col3" | Absolute rotation on the Y Axis
 +
|- class="row7"
 
| class="col0 centeralign" | On Ground
 
| class="col0 centeralign" | On Ground
 
| class="col1 centeralign" | bool
 
| class="col1 centeralign" | bool
| class="col2 centeralign" | <code>1</code>
+
| class="col2 centeralign" | <code>0</code>
 
| class="col3" |
 
| class="col3" |
 
Derived from packet [[#0x0A|0x0A]]
 
Derived from packet [[#0x0A|0x0A]]
|- class="row6"
+
|- class="row8"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 34 bytes
+
| class="col1 rightalign" colspan="4" | 42 bytes
 
|}
 
|}
  
 +
'''Server to Client'''
  
{{anchor|0x0C}}
+
{| class="wikitable"
=== Player Look (0x0C) ===
+
|- class="row0"
 
+
! class="col0" | Packet ID
''Client to Server''
 
 
 
[[File:Minecraft-trig-yaw.png|thumb|The unit circle for yaw]]
 
 
 
Updates the direction the player is looking in.
 
 
 
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the xz-plane starts at (0, 1) and turns backwards towards (-1, 0), or in other words, it turns clockwise instead of counterclockwise. Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
 
 
 
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
 
 
 
You can get a unit vector from a given yaw/pitch via:
 
  x = -cos(pitch) * sin(yaw)
 
  y = -sin(pitch)
 
  z =  cos(pitch) * cos(yaw)
 
 
 
{| class="wikitable"
 
|- class="row0"
 
! class="col0" | Packet ID
 
 
! class="col1" | Field Name
 
! class="col1" | Field Name
 
! class="col2" | Field Type
 
! class="col2" | Field Type
Line 612: Line 607:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="3" | 0x0C
+
| class="col0 centeralign" rowspan="7" | 0x0D
| class="col1 centeralign" | Yaw
+
| class="col1 centeralign" | X
| class="col2 centeralign" | float
+
| class="col2 centeralign" | double
| class="col3 centeralign" | <code>0.00</code>
+
| class="col3 centeralign" | <code>6.5</code>
| class="col4" | Absolute rotation on the X Axis, in degrees
+
| class="col4" | Absolute position
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Pitch
+
| class="col0 centeralign" | Stance
| class="col1 centeralign" | float
+
| class="col1 centeralign" | double
| class="col2 centeralign" | <code>0.00</code>
+
| class="col2 centeralign" | <code>67.240000009536743</code>
| class="col3" | Absolute rotation on the Y Axis, in degrees
+
| class="col3" | Used to modify the players bounding box when going up stairs, crouching, etc…
 
|- class="row3"
 
|- class="row3"
 +
| class="col0 centeralign" | Y
 +
| class="col1 centeralign" | double
 +
| class="col2 centeralign" | <code>65.620000004768372</code>
 +
| class="col3" | Absolute position
 +
|- class="row4"
 +
| class="col0 centeralign" | Z
 +
| class="col1 centeralign" | double
 +
| class="col2 centeralign" | <code>7.5</code>
 +
| class="col3" | Absolute position
 +
|- class="row5"
 +
| class="col0 centeralign" | Yaw
 +
| class="col1 centeralign" | float
 +
| class="col2 centeralign" | <code>0.0</code>
 +
| class="col3" | Absolute rotation on the X Axis
 +
|- class="row6"
 +
| class="col0 centeralign" | Pitch
 +
| class="col1 centeralign" | float
 +
| class="col2 centeralign" | <code>0.0</code>
 +
| class="col3" | Absolute rotation on the Y Axis
 +
|- class="row7"
 
| class="col0 centeralign" | On Ground
 
| class="col0 centeralign" | On Ground
 
| class="col1 centeralign" | bool
 
| class="col1 centeralign" | bool
| class="col2 centeralign" | <code>1</code>
+
| class="col2 centeralign" | <code>0</code>
 
| class="col3" |
 
| class="col3" |
 
Derived from packet [[#0x0A|0x0A]]
 
Derived from packet [[#0x0A|0x0A]]
|- class="row4"
+
|- class="row8"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 10 bytes
+
| class="col1 rightalign" colspan="4" | 42 bytes
 
|}
 
|}
  
 +
[[File:Icon_exclaim.gif|:!:]] Note that this packet differs from client Player & Position Look packet - the Stance and Y are sent in a different order.
  
{{anchor|0x0D}}
+
[[File:Icon_exclaim.gif|:!:]] Stance and Y seems to be the opposite as in the table (from Client to Server = X, Y, Stance, Z, from Server to client = X, Stance, Y, Z) please confirm ! [BackBone`:] The opposite stance<->y confirmed, however the given structs had the server and client struct reversed, which I fixed.
=== Player Position &amp; Look (0x0D) ===
+
 
 +
[[File:Icon_exclaim.gif|:!:]] When you connect to the official server, it will push a 0x0D packet.  If you do not immediately respond with a 0x0D (or maybe 0x0A-0x0C) packet with similar and valid information, it will have unexpected results, such as map chunks not loading and future 0x0A-0x0D packets being ignored.
  
''Two-Way''
 
  
A combination of [[#0x0C|Player Look]] and [[#0x0B|Player position]].
+
{{anchor|0x0E}}
  
'''Client to Server'''
+
=== Player Digging (0x0E) ===
  
{| class="wikitable"
+
''Client to Server''
|- class="row0"
+
 
 +
Sent when the player mines a block.  A Notchian server only accepts digging packets with coordinates within a 6-unit radius of the player's position.
 +
 
 +
{| class="wikitable"
 +
|- class="row0"
 
! class="col0" | Packet ID
 
! class="col0" | Packet ID
 
! class="col1" | Field Name
 
! class="col1" | Field Name
Line 651: Line 671:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="7" | 0x0D
+
| class="col0 centeralign" rowspan="5" | 0x0E
| class="col1 centeralign" | X
+
| class="col1 centeralign" | Status
| class="col2 centeralign" | double
+
| class="col2 centeralign" | byte
| class="col3 centeralign" | <code>6.5</code>
+
| class="col3 centeralign" | <code>1</code>
| class="col4" | Absolute position
+
| class="col4" | The action the player is taking against the block (see below)
 
|- class="row2"
 
|- class="row2"
 +
| class="col0 centeralign" | X
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" | <code>32</code>
 +
| class="col3" | Block position
 +
|- class="row3"
 
| class="col0 centeralign" | Y
 
| class="col0 centeralign" | Y
| class="col1 centeralign" | double
+
| class="col1 centeralign" | byte
| class="col2 centeralign" | <code>65.620000004768372</code>
+
| class="col2 centeralign" | <code>64</code>
| class="col3" | Absolute position
+
| class="col3" | Block position
|- class="row3"
 
| class="col0 centeralign" | Stance
 
| class="col1 centeralign" | double
 
| class="col2 centeralign" | <code>67.240000009536743</code>
 
| class="col3" | Used to modify the players bounding box when going up stairs, crouching, etc…
 
 
|- class="row4"
 
|- class="row4"
 
| class="col0 centeralign" | Z
 
| class="col0 centeralign" | Z
| class="col1 centeralign" | double
+
| class="col1 centeralign" | int
| class="col2 centeralign" | <code>7.5</code>
+
| class="col2 centeralign" | <code>32</code>
| class="col3" | Absolute position
+
| class="col3 leftalign" | Block position
 
|- class="row5"
 
|- class="row5"
| class="col0 centeralign" | Yaw
+
| class="col0 centeralign" | Face
| class="col1 centeralign" | float
+
| class="col1 centeralign" | byte
| class="col2 centeralign" | <code>0.0</code>
+
| class="col2 centeralign" | <code>3</code>
| class="col3" | Absolute rotation on the X Axis
+
| class="col3" | The face being hit (see below)
 
|- class="row6"
 
|- class="row6"
| class="col0 centeralign" | Pitch
 
| class="col1 centeralign" | float
 
| class="col2 centeralign" | <code>0.0</code>
 
| class="col3" | Absolute rotation on the Y Axis
 
|- class="row7"
 
| class="col0 centeralign" | On Ground
 
| class="col1 centeralign" | bool
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" |
 
Derived from packet [[#0x0A|0x0A]]
 
|- class="row8"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 42 bytes
+
| class="col1 rightalign" colspan="4" | 12 bytes
 
|}
 
|}
  
'''Server to Client'''
+
Status can (currently) be one of four values:
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|- class="row0"
 
|- class="row0"
! class="col0" | Packet ID
+
! class="col0" | Meaning
! class="col1" | Field Name
+
! class="col1" | Value
! class="col2" | Field Type
 
! class="col3" | Example
 
! class="col4" | Notes
 
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="7" | 0x0D
+
| class="col0 leftalign" | Started digging
| class="col1 centeralign" | X
+
| class="col1 centeralign" | <code>0</code>
| class="col2 centeralign" | double
 
| class="col3 centeralign" | <code>6.5</code>
 
| class="col4" | Absolute position
 
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Stance
+
| class="col0 leftalign" | Finished digging
| class="col1 centeralign" | double
+
| class="col1 centeralign" | <code>2</code>
| class="col2 centeralign" | <code>67.240000009536743</code>
 
| class="col3" | Used to modify the players bounding box when going up stairs, crouching, etc…
 
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Y
+
| class="col0 leftalign" | Drop item
| class="col1 centeralign" | double
+
| class="col1 centeralign" | <code>4</code>
| class="col2 centeralign" | <code>65.620000004768372</code>
 
| class="col3" | Absolute position
 
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Z
+
| class="col0 leftalign" | Shoot arrow / finish eating
| class="col1 centeralign" | double
+
| class="col1 centeralign" | <code>5</code>
| class="col2 centeralign" | <code>7.5</code>
 
| class="col3" | Absolute position
 
|- class="row5"
 
| class="col0 centeralign" | Yaw
 
| class="col1 centeralign" | float
 
| class="col2 centeralign" | <code>0.0</code>
 
| class="col3" | Absolute rotation on the X Axis
 
|- class="row6"
 
| class="col0 centeralign" | Pitch
 
| class="col1 centeralign" | float
 
| class="col2 centeralign" | <code>0.0</code>
 
| class="col3" | Absolute rotation on the Y Axis
 
|- class="row7"
 
| class="col0 centeralign" | On Ground
 
| class="col1 centeralign" | bool
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" |
 
Derived from packet [[#0x0A|0x0A]]
 
|- class="row8"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 42 bytes
 
 
|}
 
|}
  
[[File:Icon_exclaim.gif|:!:]] Note that this packet differs from client Player & Position Look packet - the Stance and Y are sent in a different order.
+
Notchian clients send a 0 (started digging) when they start digging and a 2 (finished digging) once they think they are finished. If digging is aborted, no notice is sent to the server; the client simply does not send a 2 (finished digging).
  
[[File:Icon_exclaim.gif|:!:]] Stance and Y seems to be the opposite as in the table (from Client to Server = X, Y, Stance, Z, from Server to client = X, Stance, Y, Z) please confirm ! [BackBone`:] The opposite stance<->y confirmed, however the given structs had the server and client struct reversed, which I fixed.
+
Status code 4 (drop item) is a special case. In-game, when you use the Drop Item command (keypress 'q'), a dig packet with a status of 4, and all other values set to 0, is sent from client to server.
 +
 
 +
Status code 5 (shoot arrow / finish eating) is also a special case. The x, y and z fields are all set to 0 like above, with the exception of the face field, which is set to 255.
 +
 
 +
The face can be one of six values, representing the face being hit:
  
[[File:Icon_exclaim.gif|:!:]] When you connect to the official server, it will push a 0x0D packet.  If you do not immediately respond with a 0x0D (or maybe 0x0A-0x0C) packet with similar and valid information, it will have unexpected results, such as map chunks not loading and future 0x0A-0x0D packets being ignored.
+
{| class="wikitable"
 +
|- class="row0"
 +
! class="col0 leftalign" | Value
 +
| class="col1 centeralign" | 0
 +
| class="col2 centeralign" | 1
 +
| class="col3 centeralign" | 2
 +
| class="col4 centeralign" | 3
 +
| class="col5 centeralign" | 4
 +
| class="col6 centeralign" | 5
 +
|- class="row1"
 +
! class="col0 leftalign" | Offset
 +
| class="col1" | -Y
 +
| class="col2" | +Y
 +
| class="col3" | -Z
 +
| class="col4" | +Z
 +
| class="col5" | -X
 +
| class="col6" | +X
 +
|}
  
 +
In 1.7.3, when a player opens a door with left click the server receives Packet 0xE+start digging and opens the door.
  
{{anchor|0x0E}}
 
  
=== Player Digging (0x0E) ===
+
{{anchor|0x0F}}
 +
=== Player Block Placement (0x0F) ===
  
 
''Client to Server''
 
''Client to Server''
 
Sent when the player mines a block.  A Notchian server only accepts digging packets with coordinates within a 6-unit radius of the player's position.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 766: Line 764:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="5" | 0x0E
+
| class="col0 centeralign" rowspan="8" | 0x0F
| class="col1 centeralign" | Status
+
| class="col1 centeralign" | X
| class="col2 centeralign" | byte
+
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>1</code>
+
| class="col3 centeralign" | <code>32</code>
| class="col4" | The action the player is taking against the block (see below)
+
| class="col4" | Block position
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | X
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" | <code>32</code>
 
| class="col3" | Block position
 
|- class="row3"
 
 
| class="col0 centeralign" | Y
 
| class="col0 centeralign" | Y
| class="col1 centeralign" | byte
+
| class="col1 centeralign" | unsigned byte
 
| class="col2 centeralign" | <code>64</code>
 
| class="col2 centeralign" | <code>64</code>
 
| class="col3" | Block position
 
| class="col3" | Block position
|- class="row4"
+
|- class="row3"
 
| class="col0 centeralign" | Z
 
| class="col0 centeralign" | Z
 
| class="col1 centeralign" | int
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" | <code>32</code>
 
| class="col2 centeralign" | <code>32</code>
 
| class="col3 leftalign" | Block position
 
| class="col3 leftalign" | Block position
|- class="row5"
+
|- class="row4"
| class="col0 centeralign" | Face
+
| class="col0 centeralign" | Direction
 
| class="col1 centeralign" | byte
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>3</code>
 
| class="col2 centeralign" | <code>3</code>
| class="col3" | The face being hit (see below)
+
| class="col3" | The offset to use for block/item placement (see below)
 +
|- class="row5"
 +
| class="col0 centeralign" | Held item
 +
| class="col1 centeralign" | [[Slot_Data|slot]]
 +
| class="col2 centeralign" |
 +
| class="col3" |
 
|- class="row6"
 
|- class="row6"
 +
| class="col0 centeralign" | Cursor position X
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | 0 - 16
 +
| class="col3" | The position of the crosshair on the block
 +
|- class="row7"
 +
| class="col0 centeralign" | Cursor position Y
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | 0 - 16
 +
| class="col3" |
 +
|- class="row8"
 +
| class="col0 centeralign" | Cursor position Z
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | 0 - 16
 +
| class="col3" |
 +
|- class="row9"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 12 bytes
+
| class="col1 rightalign" colspan="4" | 11 bytes + slot data
 
|}
 
|}
 +
In normal operation (ie placing a block), this packet is sent once, with the values set normally.
  
Status can (currently) be one of four values:
+
This packet has a special case where X, Y, Z, and Direction are all -1. This special packet indicates that the currently held item for the player should have its state updated such as eating food, shooting bows, using buckets, etc.
 +
 
 +
In a Notchian Beta client, the block or item ID corresponds to whatever the client is currently holding, and the client sends one of these packets any time a right-click is issued on a surface, so no assumptions can be made about the safety of the ID.  However, with the implementation of server-side inventory, a Notchian server seems to ignore the item ID, instead operating on server-side inventory information and holding selection.
 +
 
 +
Special note on using buckets:  When using buckets, the Notchian client might send two packets:  first a normal and then a special case.  The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up).  This normal packet does not appear to do anything with a Notchian server.  The second, special case packet appears to perform the action - based on current position/orientation and with a distance check - it appears that buckets can only be used within a radius of 6 units.
  
{| class="wikitable"
 
|- class="row0"
 
! class="col0" | Meaning
 
! class="col1" | Value
 
|- class="row1"
 
| class="col0 leftalign" | Started digging
 
| class="col1 centeralign" | <code>0</code>
 
|- class="row2"
 
| class="col0 leftalign" | Finished digging
 
| class="col1 centeralign" | <code>2</code>
 
|- class="row3"
 
| class="col0 leftalign" | Drop item
 
| class="col1 centeralign" | <code>4</code>
 
|- class="row4"
 
| class="col0 leftalign" | Shoot arrow / finish eating
 
| class="col1 centeralign" | <code>5</code>
 
|}
 
  
Notchian clients send a 0 (started digging) when they start digging and a 2 (finished digging) once they think they are finished. If digging is aborted, no notice is sent to the server; the client simply does not send a 2 (finished digging).
+
{{anchor|0x10}}
  
Status code 4 (drop item) is a special case.  In-game, when you use the Drop Item command (keypress 'q'), a dig packet with a status of 4, and all other values set to 0, is sent from client to server.
+
=== Held Item Change (0x10) ===
  
Status code 5 (shoot arrow / finish eating) is also a special case. The x, y and z fields are all set to 0 like above, with the exception of the face field, which is set to 255.
+
''Client to Server''
  
The face can be one of six values, representing the face being hit:
+
Sent when the player changes the slot selection
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|- class="row0"
 
|- class="row0"
! class="col0 leftalign" | Value
+
! class="col0" | Packet ID
| class="col1 centeralign" | 0
+
! class="col1" | Field Name
| class="col2 centeralign" | 1
+
! class="col2" | Field Type
| class="col3 centeralign" | 2
+
! class="col3" | Example
| class="col4 centeralign" | 3
+
! class="col4" | Notes
| class="col5 centeralign" | 4
+
|- class="row1"
| class="col6 centeralign" | 5
+
| class="col0 centeralign" | 0x10
|- class="row1"
+
| class="col1 centeralign" | Slot ID
! class="col0 leftalign" | Offset
+
| class="col2 centeralign" | short
| class="col1" | -Y
+
| class="col3 centeralign" | <code>1</code>
| class="col2" | +Y
+
| class="col4" | The slot which the player has selected (0-8)
| class="col3" | -Z
+
|- class="row2"
| class="col4" | +Z
+
! class="col0" | Total Size:
| class="col5" | -X
+
| class="col1 rightalign" colspan="4" | 3 bytes
| class="col6" | +X
 
 
|}
 
|}
  
In 1.7.3, when a player opens a door with left click the server receives Packet 0xE+start digging and opens the door.
 
  
 +
{{anchor|0x11}}
 +
=== Use Bed (0x11) ===
  
{{anchor|0x0F}}
+
''Server to Client''
=== Player Block Placement (0x0F) ===
 
  
''Client to Server''
+
This packet tells that a player goes to bed.
  
Sent when the player places a block or an item. The coordinates sent in this packet are actually the block being built against, which combined with the direction offset tell you where the block should be placed. This is required to correctly position furnaces, torches, etc…
+
The client with the matching  Entity ID will go into bed mode.
  
In 1.7.3, when a player opens a door with right click, the server receives Packet 0xF (block placement, but opens door).
+
This Packet is sent to all nearby players including the one sent to bed.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 863: Line 863:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="5" | 0x0F
+
| class="col0 centeralign" rowspan="5" | 0x11
| class="col1 centeralign" | X
+
| class="col1 centeralign" | Entity ID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>32</code>
+
| class="col3 centeralign" | 89
| class="col4" | Block position
+
| class="col4" | Player ID
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Y
+
| class="col0 centeralign" | Unknown
| class="col1 centeralign" | unsigned byte
+
| class="col1 centeralign" | byte
| class="col2 centeralign" | <code>64</code>
+
| class="col2 centeralign" | 0
| class="col3" | Block position
+
| class="col3" | Only 0 has been observed
 +
|- class="row1"
 +
| class="col1 centeralign" | X coordinate
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" | -247
 +
| class="col4" | Bed headboard X as block coordinate
 +
|- class="row2"
 +
| class="col0 centeralign" | Y coordinate
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | 78
 +
| class="col3" | Bed headboard Y as block coordinate
 +
|- class="row1"
 +
| class="col1 centeralign" | Z coordinate
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" | 128
 +
| class="col4" | Bed headboard Z as block coordinate
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Z
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" | <code>32</code>
 
| class="col3 leftalign" | Block position
 
|- class="row4"
 
| class="col0 centeralign" | Direction
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>3</code>
 
| class="col3" | The offset to use for block/item placement (see below)
 
|- class="row5"
 
| class="col0 centeralign" | Held item
 
| class="col1 centeralign" | [[Slot_Data|slot]]
 
| class="col2 centeralign" |
 
| class="col3" |
 
|- class="row6"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 11 bytes + slot data
+
| class="col1 rightalign" colspan="4" | 15 bytes
 
|}
 
|}
  
If the Block/ItemID field is greater than or equal to 0, then the last 2 fields (amount and damage) are read. Otherwise, they are not read.
 
When 'placing' (Or more accurately, using) your empty hand, the client sends -1 as the Block/ItemID
 
  
The direction can be one of six values, representing the face the block/item is being placed against:
 
  
{| class="wikitable"
+
{{anchor|0x12}}
|- class="row0"
+
=== Animation (0x12) ===
! class="col0 leftalign" | Value
 
| class="col1 centeralign" | 0
 
| class="col2 centeralign" | 1
 
| class="col3 centeralign" | 2
 
| class="col4 centeralign" | 3
 
| class="col5 centeralign" | 4
 
| class="col6 centeralign" | 5
 
|- class="row1"
 
! class="col0 leftalign" | Offset
 
| class="col1" | -Y
 
| class="col2" | +Y
 
| class="col3" | -Z
 
| class="col4" | +Z
 
| class="col5" | -X
 
| class="col6" | +X
 
|}
 
  
In normal operation (ie placing a block), this packet is sent once, with the values set normally.
+
''Two-Way''
  
This packet has a special case where X, Y, Z, and Direction are all -1. This special packet indicates that the currently held item for the player should have its state updated such as eating food, shooting bows, using buckets, etc.
+
Sent whenever an entity should change animation.
 
 
In a Notchian Beta client, the block or item ID corresponds to whatever the client is currently holding, and the client sends one of these packets any time a right-click is issued on a surface, so no assumptions can be made about the safety of the ID.  However, with the implementation of server-side inventory, a Notchian server seems to ignore the item ID, instead operating on server-side inventory information and holding selection.
 
 
 
Special note on using buckets:  When using buckets, the Notchian client might send two packets:  first a normal and then a special case.  The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up).  This normal packet does not appear to do anything with a Notchian server.  The second, special case packet appears to perform the action - based on current position/orientation and with a distance check - it appears that buckets can only be used within a radius of 6 units.
 
 
 
 
 
{{anchor|0x10}}
 
 
 
=== Held Item Change (0x10) ===
 
 
 
''Client to Server''
 
 
 
Sent when the player changes the slot selection
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 942: Line 910:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" | 0x10
+
| class="col0 centeralign" rowspan="2" | 0x12
| class="col1 centeralign" | Slot ID
+
| class="col1 centeralign" | EID
| class="col2 centeralign" | short
+
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>1</code>
+
| class="col3 centeralign" | <code>55534</code>
| class="col4" | The slot which the player has selected (0-8)
+
| class="col4" | Player ID
 
|- class="row2"
 
|- class="row2"
 +
| class="col0 centeralign" | Animation
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>1</code>
 +
| class="col3" | Animation ID
 +
|- class="row3"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 3 bytes
+
| class="col1 rightalign" colspan="4" | 6 bytes
 
|}
 
|}
  
 
+
Animation can be one of the following values:
{{anchor|0x11}}
 
=== Use Bed (0x11) ===
 
 
 
''Server to Client''
 
 
 
This packet tells that a player goes to bed.
 
 
 
The client with the matching  Entity ID will go into bed mode.
 
 
 
This Packet is sent to all nearby players including the one sent to bed.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|- class="row0"
+
|-
! class="col0" | Packet ID
+
! ID
! class="col1" | Field Name
+
! Animation
! class="col2" | Field Type
+
|-
! class="col3" | Example
+
| 0
! class="col4" | Notes
+
| No animation
|- class="row1"
+
|-
| class="col0 centeralign" rowspan="5" | 0x11
+
| 1
| class="col1 centeralign" | Entity ID
+
| Swing arm
| class="col2 centeralign" | int
+
|-
| class="col3 centeralign" | 89
+
| 2
| class="col4" | Player ID
+
| Damage animation
|- class="row2"
+
|-
| class="col0 centeralign" | Unknown
+
| 3
| class="col1 centeralign" | byte
+
| Leave bed
| class="col2 centeralign" | 0
+
|-
| class="col3" | Only 0 has been observed
+
| 5
|- class="row1"
+
| Eat food
| class="col1 centeralign" | X coordinate
+
|-
| class="col2 centeralign" | int
+
| 102
| class="col3 centeralign" | -247
+
| (unknown)
| class="col4" | Bed headboard X as block coordinate
+
|-
|- class="row2"
+
| 104
| class="col0 centeralign" | Y coordinate
+
| Crouch
| class="col1 centeralign" | byte
+
|-
| class="col2 centeralign" | 78
+
| 105
| class="col3" | Bed headboard Y as block coordinate
+
| Uncrouch
|- class="row1"
 
| class="col1 centeralign" | Z coordinate
 
| class="col2 centeralign" | int
 
| class="col3 centeralign" | 128
 
| class="col4" | Bed headboard Z as block coordinate
 
|- class="row3"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 15 bytes
 
 
|}
 
|}
  
 +
Only <code>1</code> (swing arm) is sent by notchian clients. Crouching is sent via 0x13. Damage is server-side, and so is not sent by notchian clients. See also 0x26.
  
  
{{anchor|0x12}}
+
{{anchor|0x13}}
=== Animation (0x12) ===
+
 
 +
=== Entity Action (0x13) ===
  
''Two-Way''
+
''Client to Server''
  
Sent whenever an entity should change animation.
+
Sent at least when crouching, leaving a bed, or sprinting.
 +
To send action animation to client use 0x28.
 +
The client will send this with Action ID = 3 when "Leave Bed" is clicked.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,019: Line 978:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="2" | 0x12
+
| class="col0 centeralign" rowspan="2" | 0x13
 
| class="col1 centeralign" | EID
 
| class="col1 centeralign" | EID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
Line 1,025: Line 984:
 
| class="col4" | Player ID
 
| class="col4" | Player ID
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Animation
+
| class="col0 centeralign" | Action ID
 
| class="col1 centeralign" | byte
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>1</code>
 
| class="col2 centeralign" | <code>1</code>
| class="col3" | Animation ID
+
| class="col3" | The ID of the action, see below.
 
|- class="row3"
 
|- class="row3"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
Line 1,034: Line 993:
 
|}
 
|}
  
Animation can be one of the following values:
+
Action ID can be one of the following values:
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! ID
 
! ID
! Animation
+
! Action
|-
 
| 0
 
| No animation
 
 
|-
 
|-
 
| 1
 
| 1
| Swing arm
+
| Crouch
 
|-
 
|-
 
| 2
 
| 2
| Damage animation
+
| Uncrouch
 
|-
 
|-
 
| 3
 
| 3
 
| Leave bed
 
| Leave bed
 +
|-
 +
| 4
 +
| Start sprinting
 
|-
 
|-
 
| 5
 
| 5
| Eat food
+
| Stop sprinting
|-
 
| 102
 
| (unknown)
 
|-
 
| 104
 
| Crouch
 
|-
 
| 105
 
| Uncrouch
 
 
|}
 
|}
  
Only <code>1</code> (swing arm) is sent by notchian clients. Crouching is sent via 0x13. Damage is server-side, and so is not sent by notchian clients. See also 0x26.
 
  
 +
{{anchor|0x14}}
 +
 +
=== Spawn Named Entity (0x14) ===
  
{{anchor|0x13}}
+
''Server to Client''
  
=== Entity Action (0x13) ===
+
The only named entities (at the moment) are players (either real or NPC/Bot). This packet is sent by the server when a player comes into visible range, '''not''' when a player joins.
  
''Client to Server''
+
Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.
  
Sent at least when crouching, leaving a bed, or sprinting.
+
At one point, the Notchian client was not okay with receiving player entity packets, including 0x14, that refer to its own username or EID; and would teleport to the absolute origin of the map and fall through the Void any time it received them. However, in more recent versions, it appears to handle them correctly, by spawning a new entity as directed (though future packets referring to the entity ID may be handled incorrectly).
To send action animation to client use 0x28.
 
The client will send this with Action ID = 3 when "Leave Bed" is clicked.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|- class="row0"
 
|- class="row0"
! class="col0" | Packet ID
+
! class="col0 centeralign" | Packet ID
! class="col1" | Field Name
+
! class="col1 rightalign" | Field Name
 
! class="col2" | Field Type
 
! class="col2" | Field Type
 
! class="col3" | Example
 
! class="col3" | Example
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="2" | 0x13
+
| class="col0 centeralign" rowspan="9" | 0x14
| class="col1 centeralign" | EID
+
| class="col1" | EID
| class="col2 centeralign" | int
+
| class="col2" | int
| class="col3 centeralign" | <code>55534</code>
+
| class="col3" | <code>94453</code>
 
| class="col4" | Player ID
 
| class="col4" | Player ID
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Action ID
+
| class="col0" | Player Name
| class="col1 centeralign" | byte
+
| class="col1" | string
| class="col2 centeralign" | <code>1</code>
+
| class="col2" | <code>Twdtwd</code>
| class="col3" | The ID of the action, see below.
+
| class="col3" | Max length of 16
 
|- class="row3"
 
|- class="row3"
! class="col0" | Total Size:
+
| class="col0" | X
| class="col1 rightalign" colspan="4" | 6 bytes
+
| class="col1" | int
|}
+
| class="col2" | <code>784</code>
 
+
| class="col3" | Player X as Absolute Integer
Action ID can be one of the following values:
+
|- class="row4"
 
+
| class="col0" | Y
{| class="wikitable"
+
| class="col1" | int
|-
+
| class="col2" | <code>2131</code>
! ID
+
| class="col3" | Player Y as Absolute Integer
! Action
+
|- class="row5"
|-
+
| class="col0" | Z
| 1
+
| class="col1" | int
| Crouch
+
| class="col2" | <code>-752</code>
|-
+
| class="col3" | Player Z as Absolute Integer
| 2
+
|- class="row6"
| Uncrouch
+
| class="col0" | Yaw
|-
+
| class="col1" | byte
| 3
+
| class="col2" | <code>0</code>
| Leave bed
+
| class="col3" | Player rotation as a packed byte
|-
+
|- class="row7"
| 4
+
| class="col0" | Pitch
| Start sprinting
+
| class="col1" | byte
|-
+
| class="col2" | <code>0</code>
| 5
+
| class="col3" | Player rotation as a packed byte
| Stop sprinting
+
|- class="row8"
 +
| class="col0" | Current Item
 +
| class="col1" | short
 +
| class="col2" | <code>0</code>
 +
| class="col3" | The item the player is currently holding. Note that this should be 0 for "no item", unlike -1 used in other packets. A negative value crashes clients.
 +
|- class="row9"
 +
| class="col0" | Metadata
 +
| class="col1" | Metadata
 +
| class="col2" | <code>127</code>
 +
| class="col3" |
 +
|- class="row10"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 22 bytes + length of strings + metadata (at least 1)
 
|}
 
|}
  
 +
{{anchor|0x15}}
 +
=== Spawn Dropped Item (0x15) ===
  
{{anchor|0x14}}
+
''Server to Client''
  
=== Spawn Named Entity (0x14) ===
+
An 0x15 packet is sent by the server whenever an item on the ground (say a pickaxe thrown on the ground) comes into range of the player. (note: this means range for item vision, not range for pickup!) It used to be sent by the client when an item is dropped from a tile (chest or furnace) or from inventory, but that is now done with the new packets for server-side inventory (see [[#0x66|Window click (0x66)]]).
  
''Server to Client''
+
It is completely acceptable for servers to ignore the EID issued by the client in this packet and instead create a new packet with a server-controlled EID when sending this packet out to clients.
 
 
The only named entities (at the moment) are players (either real or NPC/Bot). This packet is sent by the server when a player comes into visible range, '''not''' when a player joins.
 
 
 
Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.
 
 
 
At one point, the Notchian client was not okay with receiving player entity packets, including 0x14, that refer to its own username or EID; and would teleport to the absolute origin of the map and fall through the Void any time it received them. However, in more recent versions, it appears to handle them correctly, by spawning a new entity as directed (though future packets referring to the entity ID may be handled incorrectly).
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,146: Line 1,104:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="8" | 0x14
+
| class="col0 centeralign" rowspan="10" | 0x15
 
| class="col1" | EID
 
| class="col1" | EID
 
| class="col2" | int
 
| class="col2" | int
| class="col3" | <code>94453</code>
+
| class="col3" | <code>157617</code>
| class="col4" | Player ID
+
| class="col4" | Unique entity ID
 
|- class="row2"
 
|- class="row2"
| class="col0" | Player Name
+
| class="col0" | Item
| class="col1" | string
+
| class="col1" | short
| class="col2" | <code>Twdtwd</code>
+
| class="col2" | <code>4</code>
| class="col3" | Max length of 16
+
| class="col3" | The item ID
 
|- class="row3"
 
|- class="row3"
 +
| class="col0" | Count
 +
| class="col1" | byte
 +
| class="col2" | <code>1</code>
 +
| class="col3" | The number of items
 +
|- class="row4"
 +
| class="col0" | Damage/Data
 +
| class="col1" | short
 +
| class="col2" |
 +
| class="col3" | New field in beta 1.2 update (see below)
 +
|- class="row5"
 
| class="col0" | X
 
| class="col0" | X
 
| class="col1" | int
 
| class="col1" | int
| class="col2" | <code>784</code>
+
| class="col2" | <code>133</code>
| class="col3" | Player X as Absolute Integer
+
| class="col3" | Item X as Absolute Integer
|- class="row4"
+
|- class="row6"
 
| class="col0" | Y
 
| class="col0" | Y
 
| class="col1" | int
 
| class="col1" | int
| class="col2" | <code>2131</code>
+
| class="col2" | <code>913</code>
| class="col3" | Player Y as Absolute Integer
+
| class="col3" | Item Y as Absolute Integer
|- class="row5"
+
|- class="row7"
 
| class="col0" | Z
 
| class="col0" | Z
 
| class="col1" | int
 
| class="col1" | int
| class="col2" | <code>-752</code>
+
| class="col2" | <code>63552</code>
| class="col3" | Player Z as Absolute Integer
+
| class="col3" | Item Z as Absolute Integer
|- class="row6"
+
|- class="row8"
| class="col0" | Yaw
+
| class="col0" | Rotation
 
| class="col1" | byte
 
| class="col1" | byte
| class="col2" | <code>0</code>
+
| class="col2" | <code>252</code>
| class="col3" | Player rotation as a packed byte
+
| class="col3" | Item rotation as a packed byte
|- class="row7"
+
|- class="row9"
 
| class="col0" | Pitch
 
| class="col0" | Pitch
 
| class="col1" | byte
 
| class="col1" | byte
| class="col2" | <code>0</code>
+
| class="col2" | <code>25</code>
| class="col3" | Player rotation as a packed byte
+
| class="col3" | Item pitch as a packed byte
|- class="row8"
+
|- class="row10"
| class="col0" | Current Item
+
| class="col0" | Roll
| class="col1" | short
+
| class="col1" | byte
| class="col2" | <code>0</code>
+
| class="col2" | <code>12</code>
| class="col3" | The item the player is currently holding. Note that this should be 0 for "no item", unlike -1 used in other packets. A negative value crashes clients.
+
| class="col3" | Item roll as a packed byte
|- class="row9"
+
|- class="row11"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 23 bytes + length of strings
+
| class="col1 rightalign" colspan="4" | 25 bytes
 
|}
 
|}
 +
'''"Damage" field'''
 +
This field is also used to store item metadata. E.g. you mined birch wood(its id is the same as normal wood) so you must set damage to the metadata of birch wood(2). The same case is wool. Id is the same but data is different.For example: you mined blue wool so your damage field should send value 0xB.
  
  
{{anchor|0x15}}
+
{{anchor|0x16}}
=== Spawn Dropped Item (0x15) ===
+
=== Collect Item (0x16) ===
  
 
''Server to Client''
 
''Server to Client''
  
An 0x15 packet is sent by the server whenever an item on the ground (say a pickaxe thrown on the ground) comes into range of the player. (note: this means range for item vision, not range for pickup!) It used to be sent by the client when an item is dropped from a tile (chest or furnace) or from inventory, but that is now done with the new packets for server-side inventory (see [[#0x66|Window click (0x66)]]).
+
Sent by the server when someone picks up an item lying on the ground - its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory ([[#0x1D|0x1D]] does that), and it doesn't add it to your inventory ([[#0x68|0x68]] does that). The server only checks for items to be picked up after each [[#0x0B|Player Position]] and [[#0x0D|Player Position & Look]] packet sent by the client.
 
 
It is completely acceptable for servers to ignore the EID issued by the client in this packet and instead create a new packet with a server-controlled EID when sending this packet out to clients.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|- class="row0"
 
|- class="row0"
! class="col0 centeralign" | Packet ID
+
! class="col0" | Packet ID
! class="col1 rightalign" | Field Name
+
! class="col1" | Field Name
 
! class="col2" | Field Type
 
! class="col2" | Field Type
 
! class="col3" | Example
 
! class="col3" | Example
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="10" | 0x15
+
| class="col0 centeralign" rowspan="2" | 0x16
| class="col1" | EID
+
| class="col1 centeralign" | Collected EID
| class="col2" | int
+
| class="col2 centeralign" | int
| class="col3" | <code>157617</code>
+
| class="col3 centeralign" | <code>38</code>
| class="col4" | Unique entity ID
+
| class="col4 leftalign" |
 
|- class="row2"
 
|- class="row2"
| class="col0" | Item
+
| class="col0 centeralign" | Collector EID
| class="col1" | short
+
| class="col1 centeralign" | int
| class="col2" | <code>4</code>
+
| class="col2 centeralign" | <code>20</code>
| class="col3" | The item ID
+
| class="col3 leftalign" |
 
|- class="row3"
 
|- class="row3"
| class="col0" | Count
+
! class="col0" | Total Size:
| class="col1" | byte
+
| class="col1 rightalign" colspan="4" | 9 bytes
| class="col2" | <code>1</code>
+
|}
| class="col3" | The number of items
+
 
 +
 
 +
{{anchor|0x17}}
 +
=== Spawn Object/Vehicle (0x17) ===
 +
 
 +
''Server to Client''
 +
 
 +
Sent by the server when an Object/Vehicle is created. The throwers entity id is now used for fishing floats too.
 +
 
 +
{| class="wikitable"
 +
|- class="row0"
 +
! class="col0" | Packet ID
 +
! class="col1" | Field Name
 +
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 +
|- class="row1"
 +
| class="col0 centeralign" rowspan="9" | 0x17
 +
| class="col1 centeralign" | EID
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" | <code>62</code>
 +
| class="col4" | Entity ID of the Object
 +
|- class="row2"
 +
| class="col0 centeralign" | Type
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>11</code>
 +
| class="col3" | The type of object (see [[Entities#Objects]])
 +
|- class="row3"
 +
| class="col0 centeralign" | X
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" | <code>16080</code>
 +
| class="col3" | The Absolute Integer X Position of the object
 
|- class="row4"
 
|- class="row4"
| class="col0" | Damage/Data
+
| class="col0 centeralign" | Y
| class="col1" | short
+
| class="col1 centeralign" | int
| class="col2" |  
+
| class="col2 centeralign" | <code>2299</code>
| class="col3" | New field in beta 1.2 update (see below)
+
| class="col3" | The Absolute Integer Y Position of the object
 
|- class="row5"
 
|- class="row5"
| class="col0" | X
+
| class="col0 centeralign" | Z
| class="col1" | int
+
| class="col1 centeralign" | int
| class="col2" | <code>133</code>
+
| class="col2 centeralign" | <code>592</code>
| class="col3" | Item X as Absolute Integer
+
| class="col3" | The Absolute Integer Z Position of the object
 
|- class="row6"
 
|- class="row6"
| class="col0" | Y
+
| class="col0 centeralign" | thrower's entity ID
| class="col1" | int
+
| class="col1 centeralign" | int
| class="col2" | <code>913</code>
+
| class="col2 centeralign" | <code>0</code>
| class="col3" | Item Y as Absolute Integer
+
| class="col3" | If this is bigger than 0, this is a entity trown by a other entity and the next 3 fields are sent.
 
|- class="row7"
 
|- class="row7"
| class="col0" | Z
+
| class="col0 centeralign" | Speed X
| class="col1" | int
+
| class="col1 centeralign" | short
| class="col2" | <code>63552</code>
+
| class="col2 centeralign" | <code>0</code>
| class="col3" | Item Z as Absolute Integer
+
| class="col3" | Not sent if the thrower entity ID is 0. The speed of this entity along the X axis.
|- class="row8"
+
|- class="row5"
| class="col0" | Rotation
+
| class="col0 centeralign" | Speed Y
| class="col1" | byte
+
| class="col1 centeralign" | short
| class="col2" | <code>252</code>
+
| class="col2 centeralign" | <code>0</code>
| class="col3" | Item rotation as a packed byte
+
| class="col3" | Not sent if the thrower entity ID is 0. The speed of this entity along the Y axis.
|- class="row9"
+
|- class="row5"
| class="col0" | Pitch
+
| class="col0 centeralign" | Speed Z
| class="col1" | byte
+
| class="col1 centeralign" | short
| class="col2" | <code>25</code>
+
| class="col2 centeralign" | <code>0</code>
| class="col3" | Item pitch as a packed byte
+
| class="col3" | Not sent if the thrower entity ID is 0. The speed of this entity along the Z axis.
|- class="row10"
+
|- class="row6"
| class="col0" | Roll
+
! class="col0" | Total Size:
| class="col1" | byte
+
| class="col1 rightalign" colspan="4" | 22 or 28 bytes
| class="col2" | <code>12</code>
+
|}
| class="col3" | Item roll as a packed byte
+
 
|- class="row11"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 25 bytes
 
|}
 
'''"Damage" field'''
 
This field is also used to store item metadata. E.g. you mined birch wood(its id is the same as normal wood) so you must set damage to the metadata of birch wood(2). The same case is wool. Id is the same but data is different.For example: you mined blue wool so your damage field should send value 0xB.
 
  
 +
{{anchor|0x18}}
  
{{anchor|0x16}}
+
=== Spawn Mob (0x18) ===
=== Collect Item (0x16) ===
 
  
 
''Server to Client''
 
''Server to Client''
  
Sent by the server when someone picks up an item lying on the ground - its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory ([[#0x1D|0x1D]] does that), and it doesn't add it to your inventory ([[#0x68|0x68]] does that). The server only checks for items to be picked up after each [[#0x0B|Player Position]] and [[#0x0D|Player Position & Look]] packet sent by the client.
+
Sent by the server when a Mob Entity is Spawned
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,282: Line 1,275:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="2" | 0x16
+
| class="col0 centeralign" rowspan="12" | 0x18
| class="col1 centeralign" | Collected EID
+
| class="col1 centeralign" | EID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>38</code>
+
| class="col3 centeralign" | <code>446</code>
| class="col4 leftalign" |
+
| class="col4" | Entity ID
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Collector EID
+
| class="col0 centeralign" | Type
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>91</code>
 +
| class="col3" | The type of mob. See [[Entities#Mobs]]
 +
|- class="row3"
 +
| class="col0 centeralign" | X
 
| class="col1 centeralign" | int
 
| class="col1 centeralign" | int
| class="col2 centeralign" | <code>20</code>
+
| class="col2 centeralign" | <code>13366</code>
| class="col3 leftalign" |
 
|- class="row3"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 9 bytes
 
|}
 
 
 
 
 
{{anchor|0x17}}
 
=== Spawn Object/Vehicle (0x17) ===
 
 
 
''Server to Client''
 
 
 
Sent by the server when an Object/Vehicle is created.
 
 
 
{| class="wikitable"
 
|- class="row0"
 
! class="col0" | Packet ID
 
! class="col1" | Field Name
 
! class="col2" | Field Type
 
! class="col3" | Example
 
! class="col4" | Notes
 
|- class="row1"
 
| class="col0 centeralign" rowspan="9" | 0x17
 
| class="col1 centeralign" | EID
 
| class="col2 centeralign" | int
 
| class="col3 centeralign" | <code>62</code>
 
| class="col4" | Entity ID of the Object
 
|- class="row2"
 
| class="col0 centeralign" | Type
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>11</code>
 
| class="col3" | The type of object (see [[Entities#Objects]])
 
|- class="row3"
 
| class="col0 centeralign" | X
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" | <code>16080</code>
 
 
| class="col3" | The Absolute Integer X Position of the object
 
| class="col3" | The Absolute Integer X Position of the object
 
|- class="row4"
 
|- class="row4"
 
| class="col0 centeralign" | Y
 
| class="col0 centeralign" | Y
 
| class="col1 centeralign" | int
 
| class="col1 centeralign" | int
| class="col2 centeralign" | <code>2299</code>
+
| class="col2 centeralign" | <code>2176</code>
 
| class="col3" | The Absolute Integer Y Position of the object
 
| class="col3" | The Absolute Integer Y Position of the object
 
|- class="row5"
 
|- class="row5"
 
| class="col0 centeralign" | Z
 
| class="col0 centeralign" | Z
 
| class="col1 centeralign" | int
 
| class="col1 centeralign" | int
| class="col2 centeralign" | <code>592</code>
+
| class="col2 centeralign" | <code>1680</code>
 
| class="col3" | The Absolute Integer Z Position of the object
 
| class="col3" | The Absolute Integer Z Position of the object
 
|- class="row6"
 
|- class="row6"
| class="col0 centeralign" | Additional Data
+
| class="col0 centeralign" | Yaw
| class="col1 centeralign" | [[Object Data]]
+
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>-27</code>
 +
| class="col3" | The yaw in steps of 2p/256
 +
|- class="row7"
 +
| class="col0 centeralign" | Pitch
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>0</code>
 +
| class="col3" | The pitch in steps of 2p/256
 +
|- class="row8"
 +
| class="col0 centeralign" | Head Yaw
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" |
 +
| class="col3" | Head yaw in steps of 2p/256
 +
|- class="row9"
 +
| class="col0 centeralign" | Velocity Z
 +
| class="col1 centeralign" | short
 +
| class="col2 centeralign" | <code>0</code>
 +
| class="col3" |
 +
|- class="row10"
 +
| class="col0 centeralign" | Velocity X
 +
| class="col1 centeralign" | short
 +
| class="col2 centeralign" | <code>0</code>
 +
| class="col3" |
 +
|- class="row11"
 +
| class="col0 centeralign" | Velocity Y
 +
| class="col1 centeralign" | short
 
| class="col2 centeralign" | <code>0</code>
 
| class="col2 centeralign" | <code>0</code>
| class="col3" | Additional data with details on the object
+
| class="col3" |  
 +
|- class="row12"
 +
| class="col0 centeralign" | Metadata
 +
| class="col1 centeralign" | Metadata
 +
| class="col2 centeralign" | <code>127</code>
 +
| class="col3" | Varies by mob, see [[Entities]]
 +
|- class="row13"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 27 bytes + Metadata (at least 1)
 
|}
 
|}
  
  
{{anchor|0x18}}
+
{{anchor|0x19}}
  
=== Spawn Mob (0x18) ===
+
{{anchor|0x19}}
 +
=== Spawn Painting (0x19) ===
  
 
''Server to Client''
 
''Server to Client''
  
Sent by the server when a Mob Entity is Spawned
+
This packet shows location, name, and type of painting.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,362: Line 1,358:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="9" | 0x18
+
| class="col0 centeralign" rowspan="6" | 0x19
| class="col1 centeralign" | EID
+
| class="col1 centeralign" | Entity ID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>446</code>
+
| class="col3 centeralign" | <code>0x00000326</code>
| class="col4" | Entity ID
+
| class="col4 centeralign" | Unique entity ID
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Type
+
| class="col1 centeralign" | Title
| class="col1 centeralign" | byte
+
| class="col2 centeralign" | string
| class="col2 centeralign" | <code>91</code>
+
| class="col3 centeralign" | <code>Creepers</code>
| class="col3" | The type of mob. See [[Entities#Mobs]]
+
| class="col4 centeralign" | Name of the painting; max length 13 (length of "SkullAndRoses")
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | X
+
| class="col1 centeralign" | X
| class="col1 centeralign" | int
+
| class="col2 centeralign" | int
| class="col2 centeralign" | <code>13366</code>
+
| class="col3 centeralign" | <code>50</code>
| class="col3" | The Absolute Integer X Position of the object
+
| class="col4 centeralign" | Center X coordinate
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Y
+
| class="col1 centeralign" | Y
| class="col1 centeralign" | int
+
| class="col2 centeralign" | int
| class="col2 centeralign" | <code>2176</code>
+
| class="col3 centeralign" | <code>66</code>
| class="col3" | The Absolute Integer Y Position of the object
+
| class="col4 centeralign" | Center Y coordinate
 
|- class="row5"
 
|- class="row5"
| class="col0 centeralign" | Z
+
| class="col1 centeralign" | Z
| class="col1 centeralign" | int
+
| class="col2 centeralign" | int
| class="col2 centeralign" | <code>1680</code>
+
| class="col3 centeralign" | <code>-50</code>
| class="col3" | The Absolute Integer Z Position of the object
+
| class="col4 centeralign" | Center Z coordinate
 
|- class="row6"
 
|- class="row6"
| class="col0 centeralign" | Yaw
+
| class="col1 centeralign" | Direction
| class="col1 centeralign" | byte
+
| class="col2 centeralign" | int
| class="col2 centeralign" | <code>-27</code>
+
| class="col3 centeralign" | <code>0</code>
| class="col3" | The yaw in steps of 2p/256
+
| class="col4 centeralign" | Direction the painting faces (0 -z, 1 -x, 2 +z, 3 +x)
 
|- class="row7"
 
|- class="row7"
| class="col0 centeralign" | Pitch
+
! class="col1" | Total Size:
| class="col1 centeralign" | byte
+
| class="col2 rightalign" colspan="4" | 23 bytes + length of string
| class="col2 centeralign" | <code>0</code>
 
| class="col3" | The pitch in steps of 2p/256
 
|- class="row8"
 
| class="col0 centeralign" | Head Yaw
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" |
 
| class="col3" | Head yaw in steps of 2p/256
 
|- class="row9"
 
| class="col0 centeralign" | Metadata
 
| class="col1 centeralign" | Metadata
 
| class="col2 centeralign" | <code>127</code>
 
| class="col3" | Varies by mob, see [[Entities]]
 
|- class="row10"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 21 bytes + Metadata (at least 1)
 
 
|}
 
|}
  
 +
Calculating the center of an image: given a (width x height) grid of cells, with (0, 0) being the top left corner, the center is (max(0, width / 2 - 1), height / 2). E.g.
 +
 +
2x1 (1, 0)
 +
4x4 (1, 2)
  
{{anchor|0x19}}
 
=== Spawn Painting (0x19) ===
 
  
''Server to Client''
+
{{anchor|0x1A}}
  
This packet shows location, name, and type of painting.
+
=== Spawn Experience Orb (0x1A) ===
 +
 
 +
''Server to Client''
 +
 
 +
Spawns one or more experience orbs. Coordinates are in absolute units.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,428: Line 1,415:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="6" | 0x19
+
| class="col0 centeralign" rowspan="5" | 0x1A
 
| class="col1 centeralign" | Entity ID
 
| class="col1 centeralign" | Entity ID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>0x00000326</code>
+
| class="col3 centeralign" | 105668
| class="col4 centeralign" | Unique entity ID
+
| class="col4" |
 
|- class="row2"
 
|- class="row2"
| class="col1 centeralign" | Title
+
| class="col1 centeralign" | x
| class="col2 centeralign" | string
+
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>Creepers</code>
+
| class="col3 centeralign" | -1143
| class="col4 centeralign" | Name of the painting; max length 13 (length of "SkullAndRoses")
+
| class="col4" |
 
|- class="row3"
 
|- class="row3"
| class="col1 centeralign" | X
+
| class="col1 centeralign" | y
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>50</code>
+
| class="col3 centeralign" | 1952
| class="col4 centeralign" | Center X coordinate
+
| class="col4" |
 
|- class="row4"
 
|- class="row4"
| class="col1 centeralign" | Y
+
| class="col1 centeralign" | z
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>66</code>
+
| class="col3 centeralign" | 1166
| class="col4 centeralign" | Center Y coordinate
+
| class="col4" |
 
|- class="row5"
 
|- class="row5"
| class="col1 centeralign" | Z
+
| class="col1 centeralign" | count
| class="col2 centeralign" | int
+
| class="col2 centeralign" | short
| class="col3 centeralign" | <code>-50</code>
+
| class="col3 centeralign" | 7
| class="col4 centeralign" | Center Z coordinate
+
| class="col4" |
|- class="row6"
+
|- class="row4"
| class="col1 centeralign" | Direction
+
! class="col0" | Total Size:
| class="col2 centeralign" | int
+
| class="col1 rightalign" colspan="4" | 19 bytes
| class="col3 centeralign" | <code>0</code>
 
| class="col4 centeralign" | Direction the painting faces (0 -z, 1 -x, 2 +z, 3 +x)
 
|- class="row7"
 
! class="col1" | Total Size:
 
| class="col2 rightalign" colspan="4" | 23 bytes + length of string
 
 
|}
 
|}
  
Calculating the center of an image: given a (width x height) grid of cells, with (0, 0) being the top left corner, the center is (max(0, width / 2 - 1), height / 2). E.g.
 
  
2x1 (1, 0)
+
{{anchor|0x1B}}
4x4 (1, 2)
+
=== Entity Velocity (0x1C) ===
  
 +
''Server to Client''
  
{{anchor|0x1A}}
+
This packet is new to version 4 of the protocol, and is believed to be Entity Velocity/Motion.
  
=== Spawn Experience Orb (0x1A) ===
+
Velocity is believed to be in units of 1/32000 of a block per server tick (200ms);
 +
for example, -1343 would move (-1343 / 32000) = -0.04196875 blocks per tick (or -0.20984375 blocks per second).
  
''Server to Client''
+
Each axis' velocity is capped between -0.9 and 0.9 blocks per tick (packet values -28800 to 28800).
  
Spawns one or more experience orbs. Coordinates are in absolute units.
+
(This packet data values are not fully verified)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,485: Line 1,468:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="5" | 0x1A
+
| class="col0 centeralign" rowspan="4" | 0x1C
 
| class="col1 centeralign" | Entity ID
 
| class="col1 centeralign" | Entity ID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | 105668
+
| class="col3 centeralign" | <code>1805</code>
 
| class="col4" |
 
| class="col4" |
 +
The entity ID
 
|- class="row2"
 
|- class="row2"
| class="col1 centeralign" | x
+
| class="col0 centeralign" | Velocity X
| class="col2 centeralign" | int
+
| class="col1 centeralign" | short
| class="col3 centeralign" | -1143
+
| class="col2 centeralign" | <code>-1343</code>
| class="col4" |
+
| class="col3" |
 +
Velocity on the X axis
 
|- class="row3"
 
|- class="row3"
| class="col1 centeralign" | y
+
| class="col0 centeralign" | Velocity Y
| class="col2 centeralign" | int
+
| class="col1 centeralign" | short
| class="col3 centeralign" | 1952
+
| class="col2 centeralign" | <code>0</code>
| class="col4" |
+
| class="col3" |
 +
Velocity on the Y axis
 
|- class="row4"
 
|- class="row4"
| class="col1 centeralign" | z
+
| class="col0 centeralign" | Velocity Z
| class="col2 centeralign" | int
+
| class="col1 centeralign" | short
| class="col3 centeralign" | 1166
+
| class="col2 centeralign" | <code>0</code>
| class="col4" |
+
| class="col3" |
 +
Velocity on the Z axis
 
|- class="row5"
 
|- class="row5"
| class="col1 centeralign" | count
 
| class="col2 centeralign" | short
 
| class="col3 centeralign" | 7
 
| class="col4" |
 
|- class="row4"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 19 bytes
+
| class="col1 rightalign" colspan="4" | 11 bytes
 
|}
 
|}
  
  
{{anchor|0x1B}}
+
{{anchor|0x1D}}
=== Entity Velocity (0x1C) ===
+
=== Destroy Entity (0x1D) ===
  
 
''Server to Client''
 
''Server to Client''
  
This packet is new to version 4 of the protocol, and is believed to be Entity Velocity/Motion.
+
Sent by the server when an list of Entities is to be destroyed on the client.
  
Velocity is believed to be in units of 1/32000 of a block per server tick (200ms);
+
{| class="wikitable"
for example, -1343 would move (-1343 / 32000) = -0.04196875 blocks per tick (or -0.20984375 blocks per second).
+
|- class="row0"
 
+
! class="col0" | Packet ID
Each axis' velocity is capped between -0.9 and 0.9 blocks per tick (packet values -28800 to 28800).
+
! class="col1" | Field Name
 +
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 +
|- class="row1"
 +
| class="col0 " rowspan="2" | 0x1D
 +
| class="col1 centeralign" | Entity Count
 +
| class="col2 centeralign" | byte
 +
| class="col3 centeralign" | <code>3</code>
 +
| class="col4 centeralign" | The amount of entities which should be destroyed
 +
|- class="row21"
 +
| class="col1 centeralign" | Entity IDs
 +
| class="col2 centeralign" | array of int
 +
| class="col3 centeralign" | <code>452, 546, 123</code>
 +
| class="col4 centeralign" | The list of entity ids which should be destroyed
 +
|- class="row32"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 2 + (entity count * 4) bytes
 +
|}
 +
 
 +
 
 +
{{anchor|0x1E}}
 +
 
 +
{{anchor|0x1E}}
 +
=== Entity (0x1E) ===
 +
 
 +
''Server to Client''
 +
 
 +
Most entity-related packets are subclasses of this packet. When sent from the server to the client, it may initialize the entry.
  
(This packet data values are not fully verified)
+
For player entities, either this packet or any move/look packet is sent every game tick.
 +
So the meaning of this packet is basically that the entity did not move/look since the last such packet.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,538: Line 1,549:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="4" | 0x1C
+
| class="col0 centeralign" | 0x1E
| class="col1 centeralign" | Entity ID
+
| class="col1 centeralign" | EID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>1805</code>
+
| class="col3 centeralign" | <code>446</code>
| class="col4" |
+
| class="col4 centeralign" | Entity ID
The entity ID
 
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Velocity X
+
! class="col0" | Total Size:
| class="col1 centeralign" | short
+
| class="col1 rightalign" colspan="4" | 5 bytes
| class="col2 centeralign" | <code>-1343</code>
+
|}
| class="col3" |
+
 
Velocity on the X axis
 
|- class="row3"
 
| class="col0 centeralign" | Velocity Y
 
| class="col1 centeralign" | short
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" |
 
Velocity on the Y axis
 
|- class="row4"
 
| class="col0 centeralign" | Velocity Z
 
| class="col1 centeralign" | short
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" |
 
Velocity on the Z axis
 
|- class="row5"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 11 bytes
 
|}
 
  
 +
{{anchor|0x1F}}
 +
=== Entity Relative Move (0x1F) ===
  
{{anchor|0x1D}}
+
''Server to Client''
=== Destroy Entity (0x1D) ===
 
  
''Server to Client''
+
This packet is sent by the server when an entity moves less then 4 blocks; if an entity moves more than 4 blocks [[#0x22|Entity Teleport]] should be sent instead.
  
Sent by the server when an Entity is to be destroyed on the client.
+
This packet allows at most four blocks movement in any direction, because byte range is from -128 to 127. Movement is an offset of Absolute Int; to convert relative move to block coordinate offset, divide by 32.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,583: Line 1,577:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" | 0x1D
+
| class="col0 centeralign" rowspan="4" | 0x1F
 
| class="col1 centeralign" | EID
 
| class="col1 centeralign" | EID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>446</code>
+
| class="col3 centeralign" | <code>459</code>
| class="col4 centeralign" | Entity ID
+
| class="col4" | Entity ID
 
|- class="row2"
 
|- class="row2"
! class="col0" | Total Size:
+
| class="col0 centeralign" | dX
| class="col1 rightalign" colspan="4" | 5 bytes
+
| class="col1 centeralign" | byte
|}
+
| class="col2 centeralign" | <code>1</code>
 +
| class="col3" | X axis Relative movement as an Absolute Integer
 +
|- class="row3"
 +
| class="col0 centeralign" | dY
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>-7</code>
 +
| class="col3" | Y axis Relative movement as an Absolute Integer
 +
|- class="row4"
 +
| class="col0 centeralign" | dZ
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>5</code>
 +
| class="col3" | Z axis Relative movement as an Absolute Integer
 +
|- class="row5"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 8 bytes
 +
|}
  
  
{{anchor|0x1E}}
+
{{anchor|0x20}}
=== Entity (0x1E) ===
+
 
 +
=== Entity Look (0x20) ===
  
 
''Server to Client''
 
''Server to Client''
  
Most entity-related packets are subclasses of this packet. When sent from the server to the client, it may initialize the entry.
+
This packet is sent by the server when an entity rotates. Example: "Yaw" field 64 means a 90 degree turn.
 
 
For player entities, either this packet or any move/look packet is sent every game tick.
 
So the meaning of this packet is basically that the entity did not move/look since the last such packet.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,612: Line 1,619:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" | 0x1E
+
| class="col0 centeralign" rowspan="3" | 0x20
 
| class="col1 centeralign" | EID
 
| class="col1 centeralign" | EID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>446</code>
+
| class="col3 centeralign" | <code>459</code>
| class="col4 centeralign" | Entity ID
+
| class="col4" | Entity ID
 
|- class="row2"
 
|- class="row2"
! class="col0" | Total Size:
+
| class="col0 centeralign" | Yaw
| class="col1 rightalign" colspan="4" | 5 bytes
+
| class="col1 centeralign" | byte
|}
+
| class="col2 centeralign" | <code>126</code>
 
+
| class="col3" | The X Axis rotation as a fraction of 360
 +
|- class="row3"
 +
| class="col0 centeralign" | Pitch
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>0</code>
 +
| class="col3" | The Y Axis rotation as a fraction of 360
 +
|- class="row4"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 7 bytes
 +
|}
  
{{anchor|0x1F}}
+
 
=== Entity Relative Move (0x1F) ===
+
{{anchor|0x21}}
 +
=== Entity Look and Relative Move (0x21) ===
  
 
''Server to Client''
 
''Server to Client''
  
This packet is sent by the server when an entity moves less then 4 blocks; if an entity moves more than 4 blocks [[#0x22|Entity Teleport]] should be sent instead.
+
This packet is sent by the server when an entity rotates and moves.
 
+
Since a byte range is limited from -128 to 127, and movement is offset of Absolute Int,
This packet allows at most four blocks movement in any direction, because byte range is from -128 to 127. Movement is an offset of Absolute Int; to convert relative move to block coordinate offset, divide by 32.
+
this packet allows at most four blocks movement in any direction. (-128/32 == -4)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,640: Line 1,657:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="4" | 0x1F
+
| class="col0 centeralign" rowspan="6" | 0x21
 
| class="col1 centeralign" | EID
 
| class="col1 centeralign" | EID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
Line 1,661: Line 1,678:
 
| class="col3" | Z axis Relative movement as an Absolute Integer
 
| class="col3" | Z axis Relative movement as an Absolute Integer
 
|- class="row5"
 
|- class="row5"
 +
| class="col0 centeralign" | Yaw
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>126</code>
 +
| class="col3" | The X Axis rotation as a fraction of 360
 +
|- class="row6"
 +
| class="col0 centeralign" | Pitch
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>0</code>
 +
| class="col3" | The Y Axis rotation as a fraction of 360
 +
|- class="row7"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 8 bytes
+
| class="col1 rightalign" colspan="4" | 10 bytes
 
|}
 
|}
  
  
{{anchor|0x20}}
+
{{anchor|0x22}}
 +
=== Entity Teleport (0x22) ===
  
=== Entity Look (0x20) ===
+
''Server to Client''
  
''Server to Client''
+
This packet is sent by the server when an entity moves more than 4 blocks.
 
 
This packet is sent by the server when an entity rotates.  Example: "Yaw" field 64 means a 90 degree turn.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,682: Line 1,708:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="3" | 0x20
+
| class="col0 centeralign" rowspan="6" | 0x22
 
| class="col1 centeralign" | EID
 
| class="col1 centeralign" | EID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
Line 1,688: Line 1,714:
 
| class="col4" | Entity ID
 
| class="col4" | Entity ID
 
|- class="row2"
 
|- class="row2"
 +
| class="col0 centeralign" | X
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" | <code>14162</code>
 +
| class="col3" | X axis position as an Absolute Integer
 +
|- class="row3"
 +
| class="col0 centeralign" | Y
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" | <code>2176</code>
 +
| class="col3" | Y axis position as an Absolute Integer
 +
|- class="row4"
 +
| class="col0 centeralign" | Z
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" | <code>1111</code>
 +
| class="col3" | Z axis position as an Absolute Integer
 +
|- class="row5"
 
| class="col0 centeralign" | Yaw
 
| class="col0 centeralign" | Yaw
 
| class="col1 centeralign" | byte
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>126</code>
 
| class="col2 centeralign" | <code>126</code>
 
| class="col3" | The X Axis rotation as a fraction of 360
 
| class="col3" | The X Axis rotation as a fraction of 360
|- class="row3"
+
|- class="row6"
 
| class="col0 centeralign" | Pitch
 
| class="col0 centeralign" | Pitch
 
| class="col1 centeralign" | byte
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>0</code>
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" | The Y Axis rotation as a fraction of 360
 
| class="col3" | The Y Axis rotation as a fraction of 360
|- class="row4"
+
|- class="row7"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 7 bytes
+
| class="col1 rightalign" colspan="4" | 19 bytes
 
|}
 
|}
  
  
{{anchor|0x21}}
+
{{anchor|0x23}}
=== Entity Look and Relative Move (0x21) ===
+
=== Entity Head Look (0x23) ===
  
 
''Server to Client''
 
''Server to Client''
  
This packet is sent by the server when an entity rotates and moves.
+
Changes the direction an entity's head is facing.
Since a byte range is limited from -128 to 127, and movement is offset of Absolute Int,
 
this packet allows at most four blocks movement in any direction. (-128/32 == -4)
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,720: Line 1,759:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="6" | 0x21
+
| class="col0 centeralign" rowspan="2" | 0x23
| class="col1 centeralign" | EID
+
| class="col1 centeralign" | Entity ID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>459</code>
+
| class="col3 centeralign" |  
| class="col4" | Entity ID
+
| class="col4" |  
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | dX
+
| class="col0 centeralign" | Head Yaw
 
| class="col1 centeralign" | byte
 
| class="col1 centeralign" | byte
| class="col2 centeralign" | <code>1</code>
+
| class="col2 centeralign" |  
| class="col3" | X axis Relative movement as an Absolute Integer
+
| class="col3" | Head yaw in steps of 2p/256
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | dY
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>-7</code>
 
| class="col3" | Y axis Relative movement as an Absolute Integer
 
|- class="row4"
 
| class="col0 centeralign" | dZ
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>5</code>
 
| class="col3" | Z axis Relative movement as an Absolute Integer
 
|- class="row5"
 
| class="col0 centeralign" | Yaw
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>126</code>
 
| class="col3" | The X Axis rotation as a fraction of 360
 
|- class="row6"
 
| class="col0 centeralign" | Pitch
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" | The Y Axis rotation as a fraction of 360
 
|- class="row7"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 10 bytes
+
| class="col1 rightalign" colspan="4" | 6 bytes
 
|}
 
|}
  
  
{{anchor|0x22}}
+
{{anchor|0x26}}
=== Entity Teleport (0x22) ===
+
=== Entity Status (0x26) ===
  
 
''Server to Client''
 
''Server to Client''
 
This packet is sent by the server when an entity moves more than 4 blocks.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,771: Line 1,788:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="6" | 0x22
+
| class="col0 centeralign" rowspan="3" | 0x26
| class="col1 centeralign" | EID
+
| class="col1 centeralign" | Entity ID
| class="col2 centeralign" | int
+
| class="col2 centeralign" | Int
| class="col3 centeralign" | <code>459</code>
+
| class="col3 centeralign" | 34353
| class="col4" | Entity ID
+
| class="col4" |  
|- class="row2"
 
| class="col0 centeralign" | X
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" | <code>14162</code>
 
| class="col3" | X axis position as an Absolute Integer
 
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Y
+
| class="col1 centeralign" | Entity Status
| class="col1 centeralign" | int
+
| class="col2 centeralign" | Byte
| class="col2 centeralign" | <code>2176</code>
+
| class="col3 centeralign" | 0x03
| class="col3" | Y axis position as an Absolute Integer
+
| class="col4" | See below
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Z
+
! class="col0" | Total Size:
| class="col1 centeralign" | int
+
| class="col1 rightalign" colspan="4" | 6 bytes
| class="col2 centeralign" | <code>1111</code>
+
|}
| class="col3" | Z axis position as an Absolute Integer
+
 
|- class="row5"
+
{| class="wikitable"
| class="col0 centeralign" | Yaw
+
|-
| class="col1 centeralign" | byte
+
! Entity Status
| class="col2 centeralign" | <code>126</code>
+
! Meaning
| class="col3" | The X Axis rotation as a fraction of 360
+
|-
|- class="row6"
+
| 2
| class="col0 centeralign" | Pitch
+
| Entity hurt
| class="col1 centeralign" | byte
+
|-
| class="col2 centeralign" | <code>0</code>
+
| 3
| class="col3" | The Y Axis rotation as a fraction of 360
+
| Entity dead
|- class="row7"
+
|-
! class="col0" | Total Size:
+
| 6
| class="col1 rightalign" colspan="4" | 19 bytes
+
| Wolf taming
 +
|-
 +
| 7
 +
| Wolf tamed
 +
|-
 +
| 8
 +
| Wolf shaking water off itself
 +
|-
 +
| 9
 +
| (of self) Eating accepted by server
 +
|-
 +
| 10
 +
| Sheep eating grass
 
|}
 
|}
  
  
{{anchor|0x23}}
+
{{anchor|0x27}}
=== Entity Head Look (0x23) ===
+
=== Attach Entity (0x27) ===
  
 
''Server to Client''
 
''Server to Client''
  
Changes the direction an entity's head is facing.
+
This packet is new to version 4 of the protocol, and is believed to be Attach Entity.
 +
 
 +
This packet is sent when a player has been attached to an entity (e.g. Minecart)
 +
 
 +
(This packet data values are not fully verified)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,822: Line 1,850:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="2" | 0x23
+
| class="col0 centeralign" rowspan="2" | 0x27
 
| class="col1 centeralign" | Entity ID
 
| class="col1 centeralign" | Entity ID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" |  
+
| class="col3 centeralign" | <code>1298</code>
| class="col4" |  
+
| class="col4" |
 +
The player entity ID being attached
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Head Yaw
+
| class="col0 centeralign" | Vehicle ID
| class="col1 centeralign" | byte
+
| class="col1 centeralign" | int
| class="col2 centeralign" |  
+
| class="col2 centeralign" | <code>1805</code>
| class="col3" | Head yaw in steps of 2p/256
+
| class="col3" |
 +
The vehicle entity ID attached to (-1 for unattaching)
 
|- class="row3"
 
|- class="row3"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 6 bytes
+
| class="col1 rightalign" colspan="4" | 9 bytes
 
|}
 
|}
  
  
{{anchor|0x26}}
+
{{anchor|0x28}}
=== Entity Status (0x26) ===
+
=== Entity Metadata (0x28) ===
  
 
''Server to Client''
 
''Server to Client''
Line 1,851: Line 1,881:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="3" | 0x26
+
| class="col0 centeralign" rowspan="2" | 0x28
 
| class="col1 centeralign" | Entity ID
 
| class="col1 centeralign" | Entity ID
| class="col2 centeralign" | Int
+
| class="col2 centeralign" | int
| class="col3 centeralign" | 34353
+
| class="col3 centeralign" | <code>0x00000326</code>
| class="col4" |  
+
| class="col4 centeralign" | Unique entity ID to update.
|- class="row3"
+
|- class="row2"
| class="col1 centeralign" | Entity Status
+
| class="col0 centeralign" | Entity Metadata
| class="col2 centeralign" | Byte
+
| class="col1 centeralign" | Metadata
| class="col3 centeralign" | 0x03
+
| class="col2 centeralign" | <code>0x00 0x01 0x7F</code>
| class="col4" | See below
+
| class="col3 centeralign" | Metadata varies by entity. See [[Entities]]
|- class="row4"
+
|- class="row3"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 6 bytes
+
| class="col1 rightalign" colspan="4" | 5 bytes + Metadata
 
|}
 
|}
 +
 +
 +
{{anchor|0x29}}
 +
=== Entity Effect (0x29) ===
 +
 +
''Server to Client''
  
 
{| class="wikitable"
 
{| class="wikitable"
|-
+
|- class="row0"
! Entity Status
+
! class="col0" | Packet ID
! Meaning
+
! class="col1" | Field Name
|-
+
! class="col2" | Field Type
| 2
+
! class="col3" | Example
| Entity hurt
+
! class="col4" | Notes
|-
+
|- class="row1"
| 3
+
| class="col0 centeralign" rowspan="4" | 0x29
| Entity dead
+
| class="col1 centeralign" | Entity ID
|-
+
| class="col2 centeralign" | int
| 6
+
| class="col3 centeralign" | <code>14</code>
| Wolf taming
+
| class="col4" | Entity ID of a player
|-
+
|- class="row2"
| 7
+
| class="col0 centeralign" | Effect ID
| Wolf tamed
+
| class="col1 centeralign" | byte
|-
+
| class="col2 centeralign" | <code>17</code>
| 8
+
| class="col3" | See [http://www.minecraftwiki.net/wiki/Potion_effect#Parameters here]
| Wolf shaking water off itself
+
|- class="row3"
|-
+
| class="col0 centeralign" | Amplifier
| 9
+
| class="col1 centeralign" | byte
| (of self) Eating accepted by server
+
| class="col2 centeralign" | <code>0</code>
|-
+
| class="col3" |
| 10
+
|- class="row4"
| Sheep eating grass
+
| class="col0 centeralign" | Duration
 +
| class="col1 centeralign" | short
 +
| class="col2 centeralign" | <code>64</code>
 +
| class="col3" |
 +
|- class="row5"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 9 bytes
 
|}
 
|}
  
  
{{anchor|0x27}}
+
{{anchor|0x2A}}
=== Attach Entity (0x27) ===
+
 
 +
=== Remove Entity Effect (0x2A) ===
  
 
''Server to Client''
 
''Server to Client''
 
This packet is new to version 4 of the protocol, and is believed to be Attach Entity.
 
 
This packet is sent when a player has been attached to an entity (e.g. Minecart)
 
 
(This packet data values are not fully verified)
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,913: Line 1,950:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="2" | 0x27
+
| class="col0 centeralign" rowspan="2" | 0x2a
 
| class="col1 centeralign" | Entity ID
 
| class="col1 centeralign" | Entity ID
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>1298</code>
+
| class="col3 centeralign" |  
| class="col4" |
+
| class="col4" | Entity ID of a player
The player entity ID being attached
 
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Vehicle ID
+
| class="col0 centeralign" | Effect ID
| class="col1 centeralign" | int
+
| class="col1 centeralign" | byte
| class="col2 centeralign" | <code>1805</code>
+
| class="col2 centeralign" | <code>17</code>
| class="col3" |
+
| class="col3" | See [[#Effects|table above]]
The vehicle entity ID attached to (-1 for unattaching)
 
 
|- class="row3"
 
|- class="row3"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 9 bytes
+
| class="col1 rightalign" colspan="4" | 6 bytes
 
|}
 
|}
  
  
{{anchor|0x28}}
+
{{anchor|0x2B}}
=== Entity Metadata (0x28) ===
+
=== Set Experience (0x2B) ===
  
 
''Server to Client''
 
''Server to Client''
 +
 +
Sent by the server when the client should change experience levels.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,944: Line 1,981:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="2" | 0x28
+
| class="col0 centeralign" rowspan="3" | 0x2B
| class="col1 centeralign" | Entity ID
+
| class="col1 centeralign" | Experience bar
| class="col2 centeralign" | int
+
| class="col2 centeralign" | float
| class="col3 centeralign" | <code>0x00000326</code>
+
| class="col3 centeralign" | <code>0.5960060358047485</code>
| class="col4 centeralign" | Unique entity ID to update.
+
| class="col4" | Used for drawing the experience bar - value is between 0 and 1.
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Entity Metadata
+
| class="col0 centeralign" | Level
| class="col1 centeralign" | Metadata
+
| class="col1 centeralign" | short
| class="col2 centeralign" | <code>0x00 0x01 0x7F</code>
+
| class="col2 centeralign" | <code>8</code>
| class="col3 centeralign" | Metadata varies by entity. See [[Entities]]
+
| class="col4" |
 
|- class="row3"
 
|- class="row3"
 +
| class="col0 centeralign" | Total experience
 +
| class="col1 centeralign" | short
 +
| class="col2 centeralign" | <code>130</code>
 +
| class="col3" |
 +
|- class="row4"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 5 bytes + Metadata
+
| class="col1 rightalign" colspan="4" | 9 bytes
 
|}
 
|}
  
  
{{anchor|0x29}}
+
{{anchor|0x33}}
=== Entity Effect (0x29) ===
+
 
 +
=== Chunk Data (0x33) ===
  
 
''Server to Client''
 
''Server to Client''
 +
 +
See also: [[Map Format]]
 +
 +
Chunks are sent a column at a time, with some sections optionally missing from each packet (those consisting only of air).
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,973: Line 2,020:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="4" | 0x29
+
| class="col0 centeralign" rowspan="7" | 0x33
| class="col1 centeralign" | Entity ID
+
| class="col1 centeralign" | X
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>14</code>
+
| class="col3 centeralign" |  
| class="col4" | Entity ID of a player
+
| class="col4" | Chunk X Coordinate (*16 to get true X)
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Effect ID
+
| class="col0 centeralign" | Z
| class="col1 centeralign" | byte
+
| class="col1 centeralign" | int
| class="col2 centeralign" | <code>17</code>
+
| class="col2 centeralign" |
| class="col3" | See [http://www.minecraftwiki.net/wiki/Potion_effect#Parameters here]
+
| class="col3" | Chunk Z Coordinate (*16 to get true Z)
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Amplifier
+
| class="col0 centeralign" | Ground-up continuous
| class="col1 centeralign" | byte
+
| class="col1 centeralign" | boolean
| class="col2 centeralign" | <code>0</code>
+
| class="col2 centeralign" |  
| class="col3" |
+
| class="col3" | This is True if the packet represents all sections in this vertical column, where the primary bit map specifies exactly which sections are included, and which are air.
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Duration
+
| class="col0 centeralign" | Primary bit map
| class="col1 centeralign" | short
+
| class="col1 centeralign" | unsigned short
| class="col2 centeralign" | <code>64</code>
+
| class="col2 centeralign" | 15
| class="col3" |
+
| class="col3" | Bitmask with 1 for every 16x16x16 section which data follows in the compressed data.
 
|- class="row5"
 
|- class="row5"
 +
| class="col0 centeralign" | Add bit map
 +
| class="col1 centeralign" | unsigned short
 +
| class="col2 centeralign" | 0
 +
| class="col3" | Same as above, but this is used exclusively for the 'add' portion of the payload
 +
|- class="row6"
 +
| class="col0 centeralign" | Compressed size
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" |
 +
| class="col3" | Size of compressed chunk data.
 +
|- class="row78"
 +
| class="col0 centeralign" | Compressed data
 +
| class="col1 centeralign" | unsigned byte array
 +
| class="col2 centeralign" | <code>…</code>
 +
| class="col3" | The chunk data is compressed using ZLib Deflate function.
 +
|- class="row8"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 9 bytes
+
| class="col1 rightalign" colspan="4" | 22 bytes + Compressed chunk size
 
|}
 
|}
 +
The payload is a set of 16x16x16 sections, sharing the same X and Z coordinates. What is and isn't sent is provided by the two bitmask fields. The least significant bit is '1' if the section spanning from Y=0 to Y=15 is not completely air, and so forth. For block IDs, metadata, and lighting, the primary bitmask is used. A secondary bitmask is used for 'add' data, which is Mojang's means of provided Block IDs past 256. In vanilla minecraft, you can expect this to always be zero.  The sections included in this packet progress from bottom to top, where Y=0 is the bottom.
  
 +
The data is compressed using the deflate() function in [http://www.zlib.net/ zlib]. After uncompressing, the data consists of five (or six) sequential sections, in order:
  
{{anchor|0x2A}}
+
* Block type array (1 byte per block, 4096 bytes per section)
 +
* Block metadata array (half byte per block, 2048 bytes per section)
 +
* Block light array (half byte per block, 2048 bytes per section)
 +
* Sky light array (half byte per block, 2048 bytes per section)
 +
* Add array (half byte per block, 2048 bytes per section, uses second bitmask)
 +
* Biome array (1 byte per XZ coordinate, 256 bytes total, only sent if 'ground up continuous' is true)
  
=== Remove Entity Effect (0x2A) ===
+
Each section is the concatenated data of all included sections (i.e. the block type array contains the block types of all included sections).
  
''Server to Client''
+
In each section except biome data, your decoder loop should look something like this:
 
+
<code>
{| class="wikitable"
+
  //Loop over 16x16x16 sections in the 16x256x16 chunk
|- class="row0"
+
  for (i=0;i<16;i++) {
! class="col0" | Packet ID
+
    //If the bitmask indicates this chunk has been sent...
! class="col1" | Field Name
+
    if (bitmask & 1 << i) {
! class="col2" | Field Type
+
      //Read data...
! class="col3" | Example
+
      cubic_chunk_data = io.read(4096); //2048 for the other arrays, where you'll need to split the data
! class="col4" | Notes
+
     
|- class="row1"
+
      for(int j=0; j<len(cubic_chunk_data); j++) {
| class="col0 centeralign" rowspan="2" | 0x2a
+
        //Retrieve x,y,z and data from each element in cubic_chunk_array
| class="col1 centeralign" | Entity ID
+
       
| class="col2 centeralign" | int
+
        //Byte arrays
| class="col3 centeralign" |
+
        x = chunk_x*16 + j & 0x0F;
| class="col4" | Entity ID of a player
+
        y = i*16 + j >> 8;
|- class="row2"
+
        z = chunk_z*16 + (j & 0xF0) >> 4;
| class="col0 centeralign" | Effect ID
+
        data = cubic_chunk_data[j]
| class="col1 centeralign" | byte
+
       
| class="col2 centeralign" | <code>17</code>
+
        //Nibble arrays
| class="col3" | See [[#Effects|table above]]
+
        data1 = cubic_chunk_data[j] & 0x0F;
|- class="row3"
+
        data2 = cubic_chunk_data[j] >> 4;
! class="col0" | Total Size:
+
       
| class="col1 rightalign" colspan="4" | 6 bytes
+
        k = 2*j;
|}
+
        x1 = chunk_x*16 + k & 0x0F;
 +
        y1 = i*16      + k >> 8;
 +
        z1 = chunk_z*16 + (k & 0xF0) >> 4;
 +
       
 +
        k++;
 +
        x2 = chunk_x*16 + k & 0x0F;
 +
        y2 = i*16      + k >> 8;
 +
        z2 = chunk_z*16 + (k & 0xF0) >> 4;
 +
      }
 +
    }
 +
  }
 +
</code>
  
 +
Each biome byte can have the values from 0 to 22, higher will cause the client to crash.
  
{{anchor|0x2B}}
+
The 'add' array uses the second bitmask. Block IDs are presumed to be <code>block_id | add << 8</code>
=== Set Experience (0x2B) ===
 
  
''Server to Client''
+
[http://pastebin.com/cCtdDBxr Here's] an example of how this packet could be encoded.
  
Sent by the server when the client should change experience levels.
 
  
{| class="wikitable"
+
{{anchor|0x34}}
|- class="row0"
 
! class="col0" | Packet ID
 
! class="col1" | Field Name
 
! class="col2" | Field Type
 
! class="col3" | Example
 
! class="col4" | Notes
 
|- class="row1"
 
| class="col0 centeralign" rowspan="3" | 0x2B
 
| class="col1 centeralign" | Experience bar
 
| class="col2 centeralign" | float
 
| class="col3 centeralign" | <code>0.5960060358047485</code>
 
| class="col4" | Used for drawing the experience bar - value is between 0 and 1.
 
|- class="row2"
 
| class="col0 centeralign" | Level
 
| class="col1 centeralign" | short
 
| class="col2 centeralign" | <code>8</code>
 
| class="col4" |
 
|- class="row3"
 
| class="col0 centeralign" | Total experience
 
| class="col1 centeralign" | short
 
| class="col2 centeralign" | <code>130</code>
 
| class="col3" |
 
|- class="row4"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 9 bytes
 
|}
 
  
 
+
=== Multi Block Change (0x34) ===
{{anchor|0x32}}
 
=== Chunk Allocation (0x32) ===
 
  
 
''Server to Client''
 
''Server to Client''
 
See also: [[Map Format]]
 
 
This packet is sent by the server to notify the client to initialize (Mode=1) or unload (Mode=0) a chunk. The client is expected to allocate space for a full chunk (currently 16 x 256 x 16 blocks). One or more 0x33 packets will follow, specifying actual data to fill the chunk with.
 
 
[[File:Icon_exclaim.gif|:!:]] Whenever you send this packet the client will clear any previous chunk at that spot if one has previously been sent. Clients don't like being in or next to an unloaded chunk, so try not to unload it if players are nearby. If the player appears to be twitching and stuck in place after joining the world, there is probably an unloaded chunk too close to them.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,084: Line 2,129:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="3" | 0x32
+
| class="col0 centeralign" rowspan="5" | 0x34
| class="col1 centeralign" | X
+
| class="col1 centeralign" | Chunk X
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
 
| class="col3 centeralign" | <code>-9</code>
 
| class="col3 centeralign" | <code>-9</code>
 
| class="col4" | Chunk X Coordinate
 
| class="col4" | Chunk X Coordinate
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Z
+
| class="col0 centeralign" | Chunk Z
 
| class="col1 centeralign" | int
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" | <code>12</code>
 
| class="col2 centeralign" | <code>12</code>
 
| class="col3" | Chunk Z Coordinate
 
| class="col3" | Chunk Z Coordinate
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Mode
+
| class="col0 centeralign" | Record count
| class="col1 centeralign" | bool
+
| class="col1 centeralign" | short
| class="col2 centeralign" | <code>1</code>
+
| class="col2 centeralign" |  
| class="col3" | If mode is 0 the client will unload the chunk, otherwise the client will initialize the chunk
+
| class="col3" | The number of blocks affected
 +
|- class="row2"
 +
| class="col0 centeralign" | Data size
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" |
 +
| class="col3" | The total size of the data, in bytes. Should always be 4*record count - please confirm.
 
|- class="row4"
 
|- class="row4"
 +
| class="col0 centeralign" | Data
 +
| class="col1 centeralign" |
 +
| class="col2 centeralign" | <code>…</code>
 +
| class="col3" | Coordinates, type, and metadata of blocks to change.
 +
|- class="row5"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 10 bytes
+
| class="col1 rightalign" colspan="4" | 15 bytes + Arrays
 
|}
 
|}
  
 
+
Each record is four bytes.
{{anchor|0x33}}
 
When unloading a chunk from a client, the official server will send one of these packets with "Mode" set to false, and will follow it with an 0x33 packet whose contents are empty for the same coordinates.
 
 
 
=== Chunk Data (0x33) ===
 
 
 
''Server to Client''
 
 
 
See also: [[Map Format]]
 
 
 
Chunks are sent a column at a time, with some sections optionally missing from each packet (those consisting only of air).
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|- class="row0"
 
|- class="row0"
! class="col0" | Packet ID
+
! class="col0" | Bit mask
! class="col1" | Field Name
+
! class="col1" | Width
! class="col2" | Field Type
+
! class="col2" | Meaning
! class="col3" | Example
 
! class="col4" | Notes
 
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="8" | 0x33
+
| class="col0" | 00 00 00 0F
| class="col1 centeralign" | X
+
| class="col1" | 4 bits
| class="col2 centeralign" | int
+
| class="col2" | Block metadata
| class="col3 centeralign" |
 
| class="col4" | Chunk X Coordinate (*16 to get true X)
 
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Z
+
| class="col0" | 00 00 FF F0
| class="col1 centeralign" | int
+
| class="col1" | 12 bits
| class="col2 centeralign" |
+
| class="col2" | Block ID
| class="col3" | Chunk Z Coordinate (*16 to get true Z)
 
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Ground-up continuous
+
| class="col0" | 00 FF 00 00
| class="col1 centeralign" | boolean
+
| class="col1" | 8 bits
| class="col2 centeralign" |  
+
| class="col2" | Y co-ordinate
| class="col3" | This is True if the packet represents all sections in this vertical column, where the primary bit map specifies exactly which sections are included, and which are air.
 
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Primary bit map
+
| class="col0" | 0F 00 00 00
| class="col1 centeralign" | unsigned short
+
| class="col1" | 4 bits
| class="col2 centeralign" | 15
+
| class="col2" | Z co-ordinate, relative to chunk
| class="col3" | Bitmask with 1 for every 16x16x16 section which data follows in the compressed data.
 
 
|- class="row5"
 
|- class="row5"
| class="col0 centeralign" | Add bit map
+
| class="col0" | F0 00 00 00
| class="col1 centeralign" | unsigned short
+
| class="col1" | 4 bits
| class="col2 centeralign" | 0
+
| class="col2" | X co-ordinate, relative to chunk
| class="col3" | Same as above, but this is used exclusively for the 'add' portion of the payload
+
|}
|- class="row6"
+
 
| class="col0 centeralign" | Compressed size
+
 
| class="col1 centeralign" | int
+
{{anchor|0x35}}
| class="col2 centeralign" |
+
=== Block Change (0x35) ===
| class="col3" | Size of compressed chunk data.
 
|- class="row7"
 
| class="col0 centeralign" | Unused int
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" | 0
 
| class="col3" | Doesn't seem to be used by the client. Always 0. I expect this is Mod API stuff.
 
|- class="row8"
 
| class="col0 centeralign" | Compressed data
 
| class="col1 centeralign" | unsigned byte array
 
| class="col2 centeralign" | <code>…</code>
 
| class="col3" | The chunk data is compressed using ZLib Deflate function.
 
|- class="row9"
 
! class="col0" | Total Size:
 
| class="col1 rightalign" colspan="4" | 22 bytes + Compressed chunk size
 
|}
 
  
The payload is a set of 16x16x16 sections, sharing the same X and Z coordinates. What is and isn't sent is provided by the two bitmask fields. The least significant bit is '1' if the section spanning from Y=0 to Y=15 is not completely air, and so forth. For block IDs, metadata, and lighting, the primary bitmask is used. A secondary bitmask is used for 'add' data, which is Mojang's means of provided Block IDs past 256. In vanilla minecraft, you can expect this to always be zero.  The sections included in this packet progress from bottom to top, where Y=0 is the bottom.
+
''Server to Client''
  
The data is compressed using the deflate() function in [http://www.zlib.net/ zlib]. After uncompressing, the data consists of five (or six) sequential sections, in order:
+
{| class="wikitable"
 
+
|- class="row0"
* Block type array (1 byte per block, 4096 bytes per section)
+
! class="col0" | Packet ID
* Block metadata array (half byte per block, 2048 bytes per section)
+
! class="col1" | Field Name
* Block light array (half byte per block, 2048 bytes per section)
+
! class="col2" | Field Type
* Sky light array (half byte per block, 2048 bytes per section)
+
! class="col3" | Example
* Add array (half byte per block, 2048 bytes per section, uses second bitmask)
+
! class="col4" | Notes
* Biome array (1 byte per XZ coordinate, 256 bytes total, only sent if 'ground up continuous' is true)
+
|- class="row1"
 
+
| class="col0 centeralign" rowspan="5" | 0x35
Each section is the concatenated data of all included sections (i.e. the block type array contains the block types of all included sections).
+
| class="col1 centeralign" | X
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" | <code>502</code>
 +
| class="col4" | Block X Coordinate
 +
|- class="row2"
 +
| class="col0 centeralign" | Y
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>71</code>
 +
| class="col3" | Block Y Coordinate
 +
|- class="row3"
 +
| class="col0 centeralign" | Z
 +
| class="col1 centeralign" | int
 +
| class="col2 centeralign" | <code>18</code>
 +
| class="col3" | Block Z Coordinate
 +
|- class="row4"
 +
| class="col0 centeralign" | Block Type
 +
| class="col1 centeralign" | short
 +
| class="col2 centeralign" | <code>78</code>
 +
| class="col3" | The new block type for the block
 +
|- class="row5"
 +
| class="col0 centeralign" | Block Metadata
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>0</code>
 +
| class="col3" | The new Metadata for the block
 +
|- class="row6"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 13 bytes
 +
|}
 +
 
 +
{{anchor|0x36}}
 +
=== Block Action (0x36) ===
 +
 
 +
''Server to Client''
  
In each section except biome data, your decoder loop should look something like this:
+
This packet is used for a number of things:
<code>
+
* <div class="li">Chests opening and closing
  //Loop over 16x16x16 sections in the 16x256x16 chunk
+
* Pistons pushing and pulling
  for (i=0;i<16;i++) {
+
* Note blocks playing
    //If the bitmask indicates this chunk has been sent...
 
    if (bitmask & 1 << i) {
 
      //Read data...
 
      cubic_chunk_data = io.read(4096); //2048 for the other arrays, where you'll need to split the data
 
     
 
      for(int j=0; j<len(cubic_chunk_data); j++) {
 
        //Retrieve x,y,z and data from each element in cubic_chunk_array
 
       
 
        //Byte arrays
 
        x = chunk_x*16 + j & 0x0F;
 
        y = i*16 + j >> 8;
 
        z = chunk_z*16 + (j & 0xF0) >> 4;
 
        data = cubic_chunk_data[j]
 
       
 
        //Nibble arrays
 
        data1 = cubic_chunk_data[j] & 0x0F;
 
        data2 = cubic_chunk_data[j] >> 4;
 
       
 
        k = 2*j;
 
        x1 = chunk_x*16 + k & 0x0F;
 
        y1 = i*16      + k >> 8;
 
        z1 = chunk_z*16 + (k & 0xF0) >> 4;
 
       
 
        k++;
 
        x2 = chunk_x*16 + k & 0x0F;
 
        y2 = i*16      + k >> 8;
 
        z2 = chunk_z*16 + (k & 0xF0) >> 4;
 
      }
 
    }
 
  }
 
</code>
 
  
Each biome byte can have the values from 0 to 22, higher will cause the client to crash.
+
{| class="wikitable"
 
+
|- class="row0"
The 'add' array uses the second bitmask. Block IDs are presumed to be <code>block_id | add << 8</code>
 
 
 
[http://pastebin.com/cCtdDBxr Here's] an example of how this packet could be encoded.
 
 
 
 
 
{{anchor|0x34}}
 
 
 
=== Multi Block Change (0x34) ===
 
 
 
''Server to Client''
 
 
 
{| class="wikitable"
 
|- class="row0"
 
 
! class="col0" | Packet ID
 
! class="col0" | Packet ID
 
! class="col1" | Field Name
 
! class="col1" | Field Name
Line 2,239: Line 2,250:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="5" | 0x34
+
| class="col0 centeralign" rowspan="6" | 0x36
| class="col1 centeralign" | Chunk X
+
| class="col1 centeralign" | X
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>-9</code>
+
| class="col3 centeralign" | <code>502</code>
| class="col4" | Chunk X Coordinate
+
| class="col4" | Block X Coordinate
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Chunk Z
+
| class="col0 centeralign" | Y
| class="col1 centeralign" | int
+
| class="col1 centeralign" | short
| class="col2 centeralign" | <code>12</code>
+
| class="col2 centeralign" | <code>71</code>
| class="col3" | Chunk Z Coordinate
+
| class="col3" | Block Y Coordinate
 
|- class="row3"
 
|- class="row3"
| class="col0 centeralign" | Record count
+
| class="col0 centeralign" | Z
| class="col1 centeralign" | short
 
| class="col2 centeralign" |
 
| class="col3" | The number of blocks affected
 
|- class="row2"
 
| class="col0 centeralign" | Data size
 
 
| class="col1 centeralign" | int
 
| class="col1 centeralign" | int
| class="col2 centeralign" |  
+
| class="col2 centeralign" | <code>18</code>
| class="col3" | The total size of the data, in bytes. Should always be 4*record count - please confirm.
+
| class="col3" | Block Z Coordinate
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Data
+
| class="col0 centeralign" | Byte 1
| class="col1 centeralign" |  
+
| class="col1 centeralign" | byte
| class="col2 centeralign" | <code></code>
+
| class="col2 centeralign" | <code>3</code>
| class="col3" | Coordinates, type, and metadata of blocks to change.
+
| class="col3" | Varies depending on block - see below
 
|- class="row5"
 
|- class="row5"
 +
| class="col0 centeralign" | Byte 2
 +
| class="col1 centeralign" | byte
 +
| class="col2 centeralign" | <code>17</code>
 +
| class="col3" | Varies depending on block - see below
 +
|- class="row6"
 +
| class="col0 centeralign" | Block ID
 +
| class="col1 centeralign" | short
 +
| class="col2 centeralign" | <code>29</code>
 +
| class="col3" | The block id this action is set for
 +
|- class="row7"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 15 bytes + Arrays
+
| class="col1 rightalign" colspan="4" | 14 bytes
 
|}
 
|}
 +
See Also: [[Block Actions]]
  
Each record is four bytes.
+
{{anchor|0x37}}
 +
=== Block Break Animation (0x37) ===
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|- class="row0"
 
|- class="row0"
! class="col0" | Bit mask
+
! class="col0" | Packet ID
! class="col1" | Width
+
! class="col1" | Field Name
! class="col2" | Meaning
+
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0" | 00 00 00 0F
+
| class="col0 centeralign" rowspan=5 | 0x37
| class="col1" | 4 bits
+
| class="col1 centeralign" | EID?
| class="col2" | Block metadata
+
| class="col2 centeralign" | int
 +
| class="col3 centeralign" |
 +
| class="col4" | Entity breaking the block?
 +
|- class="row2"
 +
| class="col1 centeralign" | X
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" |
 +
| class="col4" rowspan=3 | Block position
 
|- class="row2"
 
|- class="row2"
| class="col0" | 00 00 FF F0
+
| class="col1 centeralign" | Y
| class="col1" | 12 bits
+
| class="col2 centeralign" | int
| class="col2" | Block ID
+
| class="col3 centeralign" |
 +
|- class="row2"
 +
| class="col1 centeralign" | Z
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" |  
 
|- class="row3"
 
|- class="row3"
| class="col0" | 00 FF 00 00
+
| class="col1 centeralign" | Destroy Stage
| class="col1" | 8 bits
+
| class="col2 centeralign" | byte
| class="col2" | Y co-ordinate
+
| class="col3 centeralign" | 1
|- class="row4"
+
| class="col4" | How far destroyed this block is.
| class="col0" | 0F 00 00 00
+
|- class="row2"
| class="col1" | 4 bits
+
! class="col0" | Total Size:
| class="col2" | Z co-ordinate, relative to chunk
+
| class="col1 rightalign" colspan="4" | 18 bytes
|- class="row5"
 
| class="col0" | F0 00 00 00
 
| class="col1" | 4 bits
 
| class="col2" | X co-ordinate, relative to chunk
 
 
|}
 
|}
  
 +
{{anchor|0x38}}
 +
=== Map Chunk Bulk (0x38) ===
 +
 +
To reduce the number of bytes this packet is used to send chunk columns together for better compression results. The packet contains up to 100 chunk columns (later this might be reduced to 50).
  
{{anchor|0x35}}
+
The data part is a zlib compressed byte array containing the chunk data. The meta data part specifies which chunks in which order the data part exists of.
=== Block Change (0x35) ===
 
  
''Server to Client''
+
To split this packet into chunks you need to uncompress the data array. Then you can iterate through the data part. Each part is 10240 * n + 256 bytes. n is the number of chunks in the current chunk column(this is the number of flags set in the primary bitmap). 10240 is the amount of bytes for each chunk without add bitmap, 256 bytes are used for biomes. The second short in the meta data part is not yet in use. It could specify if the chunk uses the add bitmap part, because it has very high block ids, but not in the current snapshot.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,312: Line 2,342:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="5" | 0x35
+
| class="col0 centeralign" rowspan=5 | 0x38
| class="col1 centeralign" | X
+
| class="col1 centeralign" | Chunk Column Count
 +
| class="col2 centeralign" | short
 +
| class="col3 centeralign" |
 +
| class="col4" | The number of chunk columns in this packet
 +
|- class="row2"
 +
| class="col1 centeralign" | Chunk data size
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>502</code>
+
| class="col3 centeralign" |  
| class="col4" | Block X Coordinate
+
| class="col4" | the size of the data field
|- class="row2"
+
|- class="row3"
| class="col0 centeralign" | Y
+
| class="col1 centeralign" | Data
| class="col1 centeralign" | byte
+
| class="col2 centeralign" | byte array
| class="col2 centeralign" | <code>71</code>
+
| class="col3 centeralign" |  
| class="col3" | Block Y Coordinate
+
| class="col4" | compressed chunk data
|- class="row3"
 
| class="col0 centeralign" | Z
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" | <code>18</code>
 
| class="col3" | Block Z Coordinate
 
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Block Type
+
| class="col1 centeralign" | meta information
| class="col1 centeralign" | byte
+
| class="col2 centeralign" | chunk bulk meta information
| class="col2 centeralign" | <code>78</code>
+
| class="col3 centeralign" |
| class="col3" | The new block type for the block
+
| class="col4 centeralign" | Chunk column count times the Meta information structure (See notes for details)
 
|- class="row5"
 
|- class="row5"
| class="col0 centeralign" | Block Metadata
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>0</code>
 
| class="col3" | The new Metadata for the block
 
|- class="row6"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 12 bytes
+
| class="col1 rightalign" colspan="4" | 7 + (Chunk data size) + 12 * (Chunk Column Count) bytes
 
|}
 
|}
  
  
{{anchor|0x36}}
+
====Chunk Bulk Meta Information Structure====
=== Block Action (0x36) ===
 
 
 
''Server to Client''
 
 
 
This packet is used for a number of things:
 
* <div class="li">Chests opening and closing
 
* Pistons pushing and pulling
 
* Note blocks playing
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|- class="row0"
 
|- class="row0"
! class="col0" | Packet ID
 
 
! class="col1" | Field Name
 
! class="col1" | Field Name
 
! class="col2" | Field Type
 
! class="col2" | Field Type
Line 2,361: Line 2,377:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="5" | 0x36
+
| class="col1 centeralign" | Chunk Column X
| class="col1 centeralign" | X
 
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
| class="col3 centeralign" | <code>502</code>
+
| class="col3 centeralign" | 10
| class="col4" | Block X Coordinate
+
| class="col4" | The X coordinate of the specific chunk column
 
|- class="row2"
 
|- class="row2"
| class="col0 centeralign" | Y
+
| class="col1 centeralign" | Chunk Column Z
| class="col1 centeralign" | short
+
| class="col2 centeralign" | int
| class="col2 centeralign" | <code>71</code>
+
| class="col3 centeralign" | 10
| class="col3" | Block Y Coordinate
+
| class="col4" | The Z coordinate of the specific chunk column
|- class="row3"
+
|- class="row3"
| class="col0 centeralign" | Z
+
| class="col1 centeralign" | Chunk Primary bitmap
| class="col1 centeralign" | int
+
| class="col2 centeralign" | short
| class="col2 centeralign" | <code>18</code>
+
| class="col3 centeralign" | 15
| class="col3" | Block Z Coordinate
+
| class="col4" | A bitmap which specifies which chunk is not empty in this chunk column
 
|- class="row4"
 
|- class="row4"
| class="col0 centeralign" | Byte 1
+
| class="col1 centeralign" | Chunk Add bitmap?
| class="col1 centeralign" | byte
+
| class="col2 centeralign" | short
| class="col2 centeralign" | <code>3</code>
+
| class="col3 centeralign" | 0
| class="col3" | Varies depending on block - see below
+
| class="col4" | A bitmap which specifies which chunk need add information because of very high block ids. not yet used. needs verification
 
|- class="row5"
 
|- class="row5"
| class="col0 centeralign" | Byte 2
 
| class="col1 centeralign" | byte
 
| class="col2 centeralign" | <code>17</code>
 
| class="col3" | Varies depending on block - see below
 
|- class="row6"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 13 bytes
+
| class="col1 rightalign" colspan="3" | 12 bytes
 
|}
 
|}
 
See Also: [[Block Actions]]
 
  
 
=== Explosion (0x3C) ===
 
=== Explosion (0x3C) ===
Line 2,407: Line 2,415:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan=6 | 0x3C
+
| class="col0 centeralign" rowspan=9 | 0x3C
 
| class="col1 centeralign" | X
 
| class="col1 centeralign" | X
 
| class="col2 centeralign" | double
 
| class="col2 centeralign" | double
Line 2,438: Line 2,446:
 
| class="col4" | Each record is 3 bytes, which seem to be XYZ offsets of affected blocks.
 
| class="col4" | Each record is 3 bytes, which seem to be XYZ offsets of affected blocks.
 
|- class="row4"
 
|- class="row4"
 +
| class="col1 centeralign" | Unknown
 +
| class="col2 centeralign" | float
 +
| class="col3 centeralign" |
 +
| class="col4" |
 +
|- class="row5"
 +
| class="col1 centeralign" | Unknown
 +
| class="col2 centeralign" | float
 +
| class="col3 centeralign" |
 +
| class="col4" |
 +
|- class="row6"
 +
| class="col1 centeralign" | Unknown
 +
| class="col2 centeralign" | float
 +
| class="col3 centeralign" |
 +
| class="col4" |
 +
|- class="row7"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 33 bytes + 3*(Record count) bytes
+
| class="col1 rightalign" colspan="4" | 45 bytes + 3*(Record count) bytes
 
|}
 
|}
 
  
 
{{anchor|0x3D}}
 
{{anchor|0x3D}}
Line 2,550: Line 2,572:
 
|}
 
|}
  
 +
{{anchor|0x3E}}
  
{{anchor|0x46}}
+
=== Named Sound Effect (0x3E) ===
 +
 
 +
''Server to client''
 +
 
 +
Used to play a sound effect on the client.
 +
 
 +
{| class="wikitable"
 +
|- class="row0"
 +
! class="col0" | Packet ID
 +
! class="col1" | Field Name
 +
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 +
|- class="row1"
 +
| class="col0 centeralign" rowspan="6" | 0x3E
 +
| class="col1 centeralign" | Sound name
 +
| class="col2 centeralign" | string
 +
| class="col3 centeralign" | step.grass
 +
| class="col4 centeralign" | 250
 +
|- class="row2"
 +
| class="col1 centeralign" | Effect position X
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" | 250
 +
| class="col4 centeralign" | effect X multiplied by 8
 +
|- class="row3"
 +
| class="col1 centeralign" | Effect position Y
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" | 250
 +
| class="col4 centeralign" | effect Y multiplied with 8
 +
|- class="row4"
 +
| class="col1 centeralign" | Effect position Z
 +
| class="col2 centeralign" | int
 +
| class="col3 centeralign" | 250
 +
| class="col4 centeralign" | effect Z multiplied with 8
 +
|- class="row5"
 +
| class="col1 centeralign" | Volume
 +
| class="col2 centeralign" | float
 +
| class="col3 centeralign" | 9
 +
| class="col4 centeralign" | 1 is 100%, can be more
 +
|- class="row6"
 +
| class="col1 centeralign" | Pitch
 +
| class="col2 centeralign" | byte
 +
| class="col3 centeralign" | 1
 +
| class="col4 centeralign" | 63 is 100%, can be more
 +
|- class="row7"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 20 bytes + length of string
 +
|}
 +
 
 +
{{anchor|0x46}}
  
 
=== Change Game State (0x46) ===
 
=== Change Game State (0x46) ===
Line 3,142: Line 3,214:
 
! class="col4" | Notes
 
! class="col4" | Notes
 
|- class="row1"
 
|- class="row1"
| class="col0 centeralign" rowspan="7" | 0x84
+
| class="col0 centeralign" rowspan="6" | 0x84
 
| class="col1 centeralign" | X
 
| class="col1 centeralign" | X
 
| class="col2 centeralign" | int
 
| class="col2 centeralign" | int
Line 3,163: Line 3,235:
 
| class="col3" | The type of update to perform
 
| class="col3" | The type of update to perform
 
|- class="row5"
 
|- class="row5"
| class="col0 centeralign" | Custom 1
+
| class="col0 centeralign" | Data length
| class="col1 centeralign" | int
+
| class="col1 centeralign" | Short
 
| class="col2 centeralign" |  
 
| class="col2 centeralign" |  
 
| class="col3" | Varies
 
| class="col3" | Varies
 
|- class="row6"
 
|- class="row6"
| class="col0 centeralign" | Custom 2
+
| class="col0 centeralign" | NBT Data
| class="col1 centeralign" | int
+
| class="col1 centeralign" | Byte Array - Present if data length > 0
 
| class="col2 centeralign" |  
 
| class="col2 centeralign" |  
 
| class="col3" | Varies
 
| class="col3" | Varies
 
|- class="row7"
 
|- class="row7"
| class="col0 centeralign" | Custom 3
 
| class="col1 centeralign" | int
 
| class="col2 centeralign" |
 
| class="col3" | Varies
 
|- class="row8"
 
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 24 bytes
+
| class="col1 rightalign" colspan="4" | 12 + itemstack bytes
 
|}
 
|}
  
Line 3,256: Line 3,323:
  
 
''Two-Way''
 
''Two-Way''
 
+
The latter 2 bytes are used to indicate the walking and flying sppeds respectively, while the first byte is used to determine the value of 4 booleans.
The packet is said to contain the players ability to fly, invulnerability and to destroy blocks instantly. In survival, all booleans are set to false, in creative all parameters except the second are set to true. The first and the last parameter seem to be not parsed by the client yet and to be derived from the player's gamemode.
+
 
+
These booleans are whether damage is disabled (god mode), whether the player is flying, whether the player can fly, and whether the player is in creative mode.
 +
 +
To get the values of these booleans, simply AND (&) the byte with 1,2,4 and 8 respectively, to get the 0 or 1 bitwise value. To set them OR (|) them with their repspective masks.
 
The vanilla client sends this packet when the player starts/stops flying with the second parameter changed accordingly. All other parameters are ignored by the vanilla server.
 
The vanilla client sends this packet when the player starts/stops flying with the second parameter changed accordingly. All other parameters are ignored by the vanilla server.
 
Test: [http://pastie.org/3648825]
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,272: Line 3,339:
 
|- class="row1"
 
|- class="row1"
 
| class="col0 centeralign" rowspan=4 | 0xCA
 
| class="col0 centeralign" rowspan=4 | 0xCA
| class="col1 centeralign" | Invulnerability?
+
| class="col1 centeralign" | Flags
| class="col2 centeralign" | bool
+
| class="col2 centeralign" | byte
| class="col3 centeralign" | true
+
| class="col3 centeralign" | 5
| class="col4" | True if the player cannot take damage
+
| class="col4" |  
 
|- class="row2"
 
|- class="row2"
| class="col1 centeralign" | Is flying
+
| class="col1 centeralign" | Flying speed
| class="col2 centeralign" | bool
+
| class="col2 centeralign" | byte
| class="col3 centeralign" | false
+
| class="col3 centeralign" | 12
| class="col4" | Player is currently flying
+
| class="col4" |  
 
|- class="row3"
 
|- class="row3"
| class="col1 centeralign" | Can fly
+
| class="col1 centeralign" | Walking speed
| class="col2 centeralign" | bool
+
| class="col2 centeralign" | byte
| class="col3 centeralign" | true
+
| class="col3 centeralign" | 25
| class="col4" | True if the player is able to fly
+
| class="col4" |  
|- class="row4"
 
| class="col1 centeralign" | Instant Destroy
 
| class="col2 centeralign" | bool
 
| class="col3 centeralign" | true
 
| class="col4" | True if the player can destroy blocks instantly
 
 
|- class="row2"
 
|- class="row2"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 5 bytes
+
| class="col1 rightalign" colspan="4" | 4 bytes
 +
|}
 +
 
 +
 
 +
{{anchor|0xCB}}
 +
=== Tab-complete (0xCB) ===
 +
 
 +
''Two-way''
 +
 
 +
Sent C->S when the user presses [tab] while writing text. The payload contains all text behind the cursor.
 +
 
 +
The server responds with an auto-completion of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported.
 +
 
 +
In the event of more than one possible completion, the server responds with the options packed into the single string field, separated by a null character. Note that as strings are UTF-16, this is two bytes wide.
 +
 
 +
{| class="wikitable"
 +
|- class="row0"
 +
! class="col0" | Packet ID
 +
! class="col1" | Field Name
 +
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 +
|- class="row1"
 +
| class="col0 centeralign" | 0xCB
 +
| class="col1 centeralign" | Text
 +
| class="col2 centeralign" | string
 +
| class="col3 centeralign" |
 +
| class="col4" |
 +
|- class="row3"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 3 bytes + length of string
 
|}
 
|}
 
+
 
The first and fourth booleans are [http://pastebin.com/pPKJcdrP speculation].
+
{{anchor|0xCC}}
 
+
=== Locale and View Distance (0xCC) ===
{{anchor|0xFA}}
+
 
 
+
''Client to server''
=== Plugin Message (0xFA) ===
+
 
 
+
Sent when the player connects, or when settings are changed.
''Two-Way''
+
 
 
+
{| class="wikitable"
Mods and plugins can use this to send their data.
+
|- class="row0"
 
+
! class="col0" | Packet ID
{| class="wikitable"
+
! class="col1" | Field Name
|- class="row0"
+
! class="col2" | Field Type
! class="col0" | Packet ID
+
! class="col3" | Example
! class="col1" | Field Name
+
! class="col4" | Notes
! class="col2" | Field Type
+
|- class="row1"
! class="col3" | Example
+
| class="col0 centeralign" rowspan="4" | 0xCC
! class="col4" | Notes
+
| class="col1 centeralign" | Locale
|- class="row1"
+
| class="col2 centeralign" | string
| class="col0 centeralign" rowspan=3 | 0xFA
+
| class="col3 centeralign" | en_GB
| class="col1 centeralign" | Channel
+
|- class="row2"
| class="col2 centeralign" | string
+
| class="col1 centeralign" | View distance
| class="col3 centeralign" | MyMod:testchannel
+
| class="col2 centeralign" | byte
| class="col4" | Name of the "channel" used to send the data.
+
| class="col3 centeralign" | 0
|- class="row2"
+
| class="col4" | 0-3 for 'far', 'normal', 'short', 'tiny'.
| class="col1 centeralign" | length
+
|- class="row3"
| class="col2 centeralign" | short
+
| class="col1 centeralign" | Chat flags
| class="col3 centeralign" |  
+
| class="col2 centeralign" | byte
| class="col4" | Length of the following byte array
+
| class="col3 centeralign" | 8
|- class="row3"
+
| class="col4" | Chat settings. See notes below.
| class="col1 centeralign" | data
+
|- class="row4"
| class="col2 centeralign" | byte array
+
| class="col1 centeralign" | Difficulty
| class="col3 centeralign" |  
+
| class="col2 centeralign" | byte
| class="col4" | Any data.
+
| class="col3 centeralign" | 0
|- class="row2"
+
| class="col4 centeralign" | Client-side difficulty from options.txt
 +
|- class="row5"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 8 bytes + length of string
 +
|}
 +
 
 +
Chat flags has several values packed into one byte.
 +
 
 +
'''Chat Enabled:''' Bits 0-1. 00: Enabled.  01: Commands only.  10: Hidden.
 +
 
 +
'''Colors Enabled:''' Bit 3.  0: Disabled.  1: Enabled.
 +
 
 +
{{anchor|0xCD}}
 +
=== Client Statuses (0xCD) ===
 +
 
 +
''Client to server''
 +
 
 +
Sent when the client is ready to complete login and when the client is ready to respawn after death.
 +
 
 +
{| class="wikitable"
 +
|- class="row0"
 +
! class="col0" | Packet ID
 +
! class="col1" | Field Name
 +
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 +
|- class="row1"
 +
| class="col0 centeralign" rowspan="1" | 0xCD
 +
| class="col1 centeralign" | Payload
 +
| class="col2 centeralign" | byte
 +
| class="col3 centeralign" | 0
 +
| class="col4" | Bit field. 0: Initial spawn, 1: Respawn after death
 +
|- class="row2"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="5" | 2 bytes
 +
|}
 +
 
 +
{{anchor|0xFA}}
 +
 
 +
=== Plugin Message (0xFA) ===
 +
 
 +
''Two-Way''
 +
 
 +
Mods and plugins can use this to send their data.
 +
 
 +
{| class="wikitable"
 +
|- class="row0"
 +
! class="col0" | Packet ID
 +
! class="col1" | Field Name
 +
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 +
|- class="row1"
 +
| class="col0 centeralign" rowspan=3 | 0xFA
 +
| class="col1 centeralign" | Channel
 +
| class="col2 centeralign" | string
 +
| class="col3 centeralign" | MyMod:testchannel
 +
| class="col4" | Name of the "channel" used to send the data.
 +
|- class="row2"
 +
| class="col1 centeralign" | length
 +
| class="col2 centeralign" | short
 +
| class="col3 centeralign" |  
 +
| class="col4" | Length of the following byte array
 +
|- class="row3"
 +
| class="col1 centeralign" | data
 +
| class="col2 centeralign" | byte array
 +
| class="col3 centeralign" |  
 +
| class="col4" | Any data.
 +
|- class="row2"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 5 bytes + length of string + length of byte array
 +
|}
 +
 
 +
More documentation on this: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/
 +
 
 +
 
 +
{{anchor|0xFC}}
 +
=== Encryption Key Response (0xFC) ===
 +
 
 +
''Two-Way''
 +
 
 +
See [[Protocol Encryption]] for information on this packet.
 +
 
 +
{| class="wikitable"
 +
|- class="row0"
 +
! class="col0" | Packet ID
 +
! class="col1" | Field Name
 +
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 +
|- class="row1"
 +
| class="col0 centeralign" rowspan="4" | 0xFC
 +
| class="col1 centeralign" | Shared secret length
 +
| class="col2 centeralign" | short
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" |
 +
|- class="row2"
 +
| class="col1 centeralign" | Shared secret
 +
| class="col2 centeralign" | byte array
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" |
 +
|- class="row3"
 +
| class="col1 centeralign" | Verify token length
 +
| class="col2 centeralign" | short
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" | 
 +
|- class="row4"
 +
| class="col1 centeralign" | Verify token response
 +
| class="col2 centeralign" | byte array
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" |
 +
|- class="row5"
 +
! class="col0" | Total Size:
 +
| class="col1 rightalign" colspan="4" | 5 bytes + length of shared secret + length of token
 +
|}
 +
 
 +
{{anchor|0xFD}}
 +
=== Encryption Key Request (0xFD) ===
 +
 
 +
''Server to client''
 +
 
 +
See [[Protocol Encryption]] for information on this packet.
 +
 
 +
{| class="wikitable"
 +
|- class="row0"
 +
! class="col0" | Packet ID
 +
! class="col1" | Field Name
 +
! class="col2" | Field Type
 +
! class="col3" | Example
 +
! class="col4" | Notes
 +
|- class="row1"
 +
| class="col0 centeralign" rowspan="5" | 0xFD
 +
| class="col1 centeralign" | Server id
 +
| class="col2 centeralign" | string
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" |
 +
|- class="row2"
 +
| class="col1 centeralign" | Public key length
 +
| class="col2 centeralign" | short
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" |
 +
|- class="row3"
 +
| class="col1 centeralign" | Public key
 +
| class="col2 centeralign" | byte array
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" |
 +
|- class="row4"
 +
| class="col1 centeralign" | Verify token length
 +
| class="col2 centeralign" | short
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" |
 +
|- class="row4"
 +
| class="col1 centeralign" | Verify token
 +
| class="col2 centeralign" | byte array
 +
| class="col3 centeralign" |
 +
| class="col4 centeralign" |
 +
|- class="row5"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 5 bytes + length of string + length of byte array
+
| class="col1 rightalign" colspan="4" | 7 bytes + length of string + length of key + length of token
 
|}
 
|}
 
More documentation on this: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/
 
 
  
 
{{anchor|0xFE}}
 
{{anchor|0xFE}}

Revision as of 00:51, 1 August 2012

This page presents a dissection of the current stable Minecraft protocol. The current pre-release protocol is documented elsewhere.

Credit goes to the Great Old Ones, and the citizens of #mcdevs who helped by providing packet dumps and insight. If you're having trouble, check out the FAQ. Make sure you check the Data Types page.

Note: While you may use the contents of this page without restriction to create servers, clients, bots, etc… you still need to provide the attribution above if you copy any of the contents of this page for publication elsewhere.

The protocol for Pocket Minecraft is substantially different, and is documented at Pocket Minecraft Protocol.

Additionally, the minecraft server supports two other protocols since beta 1.9pre4, Rcon (for remote administration) and Query (to query server properties). With the default settings, they listen on TCP 25575 and UDP 25565 respectively.

This is a fairly lengthy page, and to make it more readable certain terminology must be understood. Terms used on this page and their definition are provided below.

Definition
Player When used in the singular, Player always refers to the client connected to the server
Entity Entity refers to any item, player, mob, minecart or boat in the world. This definition is subject to change as Notch extends the protocol
EID An EID - or Entity ID - is a unique 4-byte integer used to identify a specific entity
XYZ In this document, the axis names are the same as those used by Notch. Y points upwards, X points South, and Z points West.

Contents

Packets

All packets begin with a single "Packet ID" byte. Listed packet size includes this byte. Packets are either "server to client", "client to server", or both. If not specified, assume that the packet can be sent both ways. There is no "length" field; for variable length packets, you must parse to the end to determine the length.


Keep Alive (0x00)

Two-Way

The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet. The Beta server will disconnect a client if it doesn't receive at least one packet before 1200 in-game ticks, and the Beta client will time out the connection under the same conditions. The client may send packets with Keep-alive ID=0.

Packet ID Field Name Field Type Example Notes
0x00 Keep-alive ID int 957759560 Server-generated random id
Total Size: 5 bytes


Login Request (0x01)

Server to Client

See Protocol Encryption for information on logging in.

Packet ID Field Name Field Type Example Notes
0x01 Entity ID int 1298 The Players Entity ID
Level Type string default default or SUPERFLAT; level-type in server.properties
Server mode byte 0 0 for survival, 1 for creative
Dimension byte 0 -1: The Nether, 0: The Overworld, 1: The End
Difficulty byte 1 0 thru 3 for Peaceful, Easy, Normal, Hard
Not used unsigned byte 0 Only 0 observed from vanilla server, was previously world height
Max players unsigned byte 8 Used by the client to draw the player list
Total Size: 12 bytes + length of strings


Handshake (0x02)

Client to server

See Protocol Encryption for information on logging in.

Packet ID Field Name Field Type Example Notes
0x02 Protocol Version byte 38
Username string TkTech The username of the player attempting to connect
Server Host string localhost
Server Port int 25565
Total Size: 10 bytes + length of strings


Chat Message (0x03)

Two-Way

The default server will check the message to see if it begins with a '/'. If it doesn't, the username of the sender is prepended and sent to all other clients (including the original sender). If it does, the server assumes it to be a command and attempts to process it. A message longer than 100 characters will cause the server to kick the client. This limits the chat message packet length to 103 bytes. Note that this limit does not apply to incoming chat messages as the server may have prepended other information, not limited to, but usually including, a username.

A message longer than 119 characters will cause the server and client to print the message "Received string length longer than maximum allowed (X > 119)", with no side effects.

For more information, see Chat.

Packet ID Field Name Field Type Example Notes
0x03 Message string <Bob> Hello World! User input must be sanitized server-side
Total Size: 3 bytes + length of strings


Time Update (0x04)

Server to Client

Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.

The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.

The default SMP server increments the time by 20 every second.

Packet ID Field Name Field Type Example Notes
0x04 Time long 23718728 The world (or region) time, in ticks
Total Size: 9 bytes


Entity Equipment (0x05)

Server to Client

Packet ID Field Name Field Type Example Notes
0x05 Entity ID int 0x00010643 Named Entity ID
Slot short 4 Equipment slot: 0=held, 1-4=armor slot
Item slot Item in slot format
Total Size: 11 bytes


Spawn Position (0x06)

Server to Client

Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.

Packet ID Field Name Field Type Example Notes
0x06 X int 117 Spawn X in block coordinates
Y int 70 Spawn Y in block coordinates
Z int -46 Spawn Z in block coordinates
Total Size: 13 bytes


Use Entity (0x07)

Client to Server

This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).

A Notchian server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.

Packet ID Field Name Field Type Example Notes
0x07 User int 1298 The entity of the player (ignored by the server)
Target int 1805 The entity the player is interacting with
Mouse button bool true true when the player is left-clicking and false when right-clicking.
Total Size: 10 bytes


Update Health (0x08)

Server to Client

Sent by the server to update/set the health of the player it is sent to. Added in protocol version 5.

Food saturation acts as a food "overcharge". Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.

Packet ID Field Name Field Type Example Notes
0x08 Health short 20 0 or less = dead, 20 = full HP
Food short 20 0 - 20
Food Saturation float 5.0 Seems to vary from 0.0 to 5.0 in integer increments
Total Size: 9 bytes


Respawn (0x09)

Server to Client

To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet. You do not need to unload chunks, the client will do it automatically.

Packet ID Field Name Field Type Example Notes
0x09 Dimension int 1 -1: The Nether, 0: The Overworld, 1: The End
Difficulty byte 1 0 thru 3 for Peaceful, Easy, Normal, Hard. 1 is always sent c->s
Creative mode byte 1 0 for survival, 1 for creative.
World height short 256 Defaults to 256
Level Type string default See 0x01 login
Total Size: 11 bytes + length of string

Player (0x0A)

Client to Server

This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).

When dropping from sufficient height, fall damage is applied when this state goes from False to True. The amount of damage applied is based on the point where it last changed from True to False. Note that there are several movement related packets containing this state.

This packet was previously referred to as Flying

Packet ID Field Name Field Type Example Notes
0x0A On Ground bool 1 True if the client is on the ground, False otherwise
Total Size: 2 bytes


Player Position (0x0B)

Client to Server

Updates the players XYZ position on the server. If Stance - Y is less than 0.1 or greater than 1.65, the stance is illegal and the client will be kicked with the message “Illegal Stance”. If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 units will result in the client being kicked for "You moved too quickly :( (Hacking?)" Also if the absolute number of X or Z is set greater than 3.2E7D the client will be kicked for "Illegal position"


Packet ID Field Name Field Type Example Notes
0x0B X double 102.809 Absolute position
Y double 70.00 Absolute position
Stance double 71.62 Used to modify the players bounding box when going up stairs, crouching, etc…
Z double 68.30 Absolute position
On Ground bool 1

Derived from packet 0x0A

Total Size: 34 bytes


Player Look (0x0C)

Client to Server

The unit circle for yaw

Updates the direction the player is looking in.

Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the xz-plane starts at (0, 1) and turns backwards towards (-1, 0), or in other words, it turns clockwise instead of counterclockwise. Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.

Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.

You can get a unit vector from a given yaw/pitch via:

 x = -cos(pitch) * sin(yaw)
 y = -sin(pitch)
 z =  cos(pitch) * cos(yaw)
Packet ID Field Name Field Type Example Notes
0x0C Yaw float 0.00 Absolute rotation on the X Axis, in degrees
Pitch float 0.00 Absolute rotation on the Y Axis, in degrees
On Ground bool 1

Derived from packet 0x0A

Total Size: 10 bytes


Player Position & Look (0x0D)

Two-Way

A combination of Player Look and Player position.

Client to Server

Packet ID Field Name Field Type Example Notes
0x0D X double 6.5 Absolute position
Y double 65.620000004768372 Absolute position
Stance double 67.240000009536743 Used to modify the players bounding box when going up stairs, crouching, etc…
Z double 7.5 Absolute position
Yaw float 0.0 Absolute rotation on the X Axis
Pitch float 0.0 Absolute rotation on the Y Axis
On Ground bool 0

Derived from packet 0x0A

Total Size: 42 bytes

Server to Client

Packet ID Field Name Field Type Example Notes
0x0D X double 6.5 Absolute position
Stance double 67.240000009536743 Used to modify the players bounding box when going up stairs, crouching, etc…
Y double 65.620000004768372 Absolute position
Z double 7.5 Absolute position
Yaw float 0.0 Absolute rotation on the X Axis
Pitch float 0.0 Absolute rotation on the Y Axis
On Ground bool 0

Derived from packet 0x0A

Total Size: 42 bytes

:!: Note that this packet differs from client Player & Position Look packet - the Stance and Y are sent in a different order.

:!: Stance and Y seems to be the opposite as in the table (from Client to Server = X, Y, Stance, Z, from Server to client = X, Stance, Y, Z) please confirm ! [BackBone`:] The opposite stance<->y confirmed, however the given structs had the server and client struct reversed, which I fixed.

:!: When you connect to the official server, it will push a 0x0D packet. If you do not immediately respond with a 0x0D (or maybe 0x0A-0x0C) packet with similar and valid information, it will have unexpected results, such as map chunks not loading and future 0x0A-0x0D packets being ignored.


Player Digging (0x0E)

Client to Server

Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius of the player's position.

Packet ID Field Name Field Type Example Notes
0x0E Status byte 1 The action the player is taking against the block (see below)
X int 32 Block position
Y byte 64 Block position
Z int 32 Block position
Face byte 3 The face being hit (see below)
Total Size: 12 bytes

Status can (currently) be one of four values:

Meaning Value
Started digging 0
Finished digging 2
Drop item 4
Shoot arrow / finish eating 5

Notchian clients send a 0 (started digging) when they start digging and a 2 (finished digging) once they think they are finished. If digging is aborted, no notice is sent to the server; the client simply does not send a 2 (finished digging).

Status code 4 (drop item) is a special case. In-game, when you use the Drop Item command (keypress 'q'), a dig packet with a status of 4, and all other values set to 0, is sent from client to server.

Status code 5 (shoot arrow / finish eating) is also a special case. The x, y and z fields are all set to 0 like above, with the exception of the face field, which is set to 255.

The face can be one of six values, representing the face being hit:

Value 0 1 2 3 4 5
Offset -Y +Y -Z +Z -X +X

In 1.7.3, when a player opens a door with left click the server receives Packet 0xE+start digging and opens the door.


Player Block Placement (0x0F)

Client to Server

Packet ID Field Name Field Type Example Notes
0x0F X int 32 Block position
Y unsigned byte 64 Block position
Z int 32 Block position
Direction byte 3 The offset to use for block/item placement (see below)
Held item slot
Cursor position X byte 0 - 16 The position of the crosshair on the block
Cursor position Y byte 0 - 16
Cursor position Z byte 0 - 16
Total Size: 11 bytes + slot data

In normal operation (ie placing a block), this packet is sent once, with the values set normally.

This packet has a special case where X, Y, Z, and Direction are all -1. This special packet indicates that the currently held item for the player should have its state updated such as eating food, shooting bows, using buckets, etc.

In a Notchian Beta client, the block or item ID corresponds to whatever the client is currently holding, and the client sends one of these packets any time a right-click is issued on a surface, so no assumptions can be made about the safety of the ID. However, with the implementation of server-side inventory, a Notchian server seems to ignore the item ID, instead operating on server-side inventory information and holding selection.

Special note on using buckets: When using buckets, the Notchian client might send two packets: first a normal and then a special case. The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up). This normal packet does not appear to do anything with a Notchian server. The second, special case packet appears to perform the action - based on current position/orientation and with a distance check - it appears that buckets can only be used within a radius of 6 units.


Held Item Change (0x10)

Client to Server

Sent when the player changes the slot selection

Packet ID Field Name Field Type Example Notes
0x10 Slot ID short 1 The slot which the player has selected (0-8)
Total Size: 3 bytes


Use Bed (0x11)

Server to Client

This packet tells that a player goes to bed.

The client with the matching Entity ID will go into bed mode.

This Packet is sent to all nearby players including the one sent to bed.

Packet ID Field Name Field Type Example Notes
0x11 Entity ID int 89 Player ID
Unknown byte 0 Only 0 has been observed
X coordinate int -247 Bed headboard X as block coordinate
Y coordinate byte 78 Bed headboard Y as block coordinate
Z coordinate int 128 Bed headboard Z as block coordinate
Total Size: 15 bytes



Animation (0x12)

Two-Way

Sent whenever an entity should change animation.

Packet ID Field Name Field Type Example Notes
0x12 EID int 55534 Player ID
Animation byte 1 Animation ID
Total Size: 6 bytes

Animation can be one of the following values:

ID Animation
0 No animation
1 Swing arm
2 Damage animation
3 Leave bed
5 Eat food
102 (unknown)
104 Crouch
105 Uncrouch

Only 1 (swing arm) is sent by notchian clients. Crouching is sent via 0x13. Damage is server-side, and so is not sent by notchian clients. See also 0x26.


Entity Action (0x13)

Client to Server

Sent at least when crouching, leaving a bed, or sprinting. To send action animation to client use 0x28. The client will send this with Action ID = 3 when "Leave Bed" is clicked.

Packet ID Field Name Field Type Example Notes
0x13 EID int 55534 Player ID
Action ID byte 1 The ID of the action, see below.
Total Size: 6 bytes

Action ID can be one of the following values:

ID Action
1 Crouch
2 Uncrouch
3 Leave bed
4 Start sprinting
5 Stop sprinting


Spawn Named Entity (0x14)

Server to Client

The only named entities (at the moment) are players (either real or NPC/Bot). This packet is sent by the server when a player comes into visible range, not when a player joins.

Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.

At one point, the Notchian client was not okay with receiving player entity packets, including 0x14, that refer to its own username or EID; and would teleport to the absolute origin of the map and fall through the Void any time it received them. However, in more recent versions, it appears to handle them correctly, by spawning a new entity as directed (though future packets referring to the entity ID may be handled incorrectly).

Packet ID Field Name Field Type Example Notes
0x14 EID int 94453 Player ID
Player Name string Twdtwd Max length of 16
X int 784 Player X as Absolute Integer
Y int 2131 Player Y as Absolute Integer
Z int -752 Player Z as Absolute Integer
Yaw byte 0 Player rotation as a packed byte
Pitch byte 0 Player rotation as a packed byte
Current Item short 0 The item the player is currently holding. Note that this should be 0 for "no item", unlike -1 used in other packets. A negative value crashes clients.
Metadata Metadata 127
Total Size: 22 bytes + length of strings + metadata (at least 1)


Spawn Dropped Item (0x15)

Server to Client

An 0x15 packet is sent by the server whenever an item on the ground (say a pickaxe thrown on the ground) comes into range of the player. (note: this means range for item vision, not range for pickup!) It used to be sent by the client when an item is dropped from a tile (chest or furnace) or from inventory, but that is now done with the new packets for server-side inventory (see Window click (0x66)).

It is completely acceptable for servers to ignore the EID issued by the client in this packet and instead create a new packet with a server-controlled EID when sending this packet out to clients.

Packet ID Field Name Field Type Example Notes
0x15 EID int 157617 Unique entity ID
Item short 4 The item ID
Count byte 1 The number of items
Damage/Data short New field in beta 1.2 update (see below)
X int 133 Item X as Absolute Integer
Y int 913 Item Y as Absolute Integer
Z int 63552 Item Z as Absolute Integer
Rotation byte 252 Item rotation as a packed byte
Pitch byte 25 Item pitch as a packed byte
Roll byte 12 Item roll as a packed byte
Total Size: 25 bytes

"Damage" field This field is also used to store item metadata. E.g. you mined birch wood(its id is the same as normal wood) so you must set damage to the metadata of birch wood(2). The same case is wool. Id is the same but data is different.For example: you mined blue wool so your damage field should send value 0xB.


Collect Item (0x16)

Server to Client

Sent by the server when someone picks up an item lying on the ground - its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory (0x1D does that), and it doesn't add it to your inventory (0x68 does that). The server only checks for items to be picked up after each Player Position and Player Position & Look packet sent by the client.

Packet ID Field Name Field Type Example Notes
0x16 Collected EID int 38
Collector EID int 20
Total Size: 9 bytes


Spawn Object/Vehicle (0x17)

Server to Client

Sent by the server when an Object/Vehicle is created. The throwers entity id is now used for fishing floats too.

Packet ID Field Name Field Type Example Notes
0x17 EID int 62 Entity ID of the Object
Type byte 11 The type of object (see Entities#Objects)
X int 16080 The Absolute Integer X Position of the object
Y int 2299 The Absolute Integer Y Position of the object
Z int 592 The Absolute Integer Z Position of the object
thrower's entity ID int 0 If this is bigger than 0, this is a entity trown by a other entity and the next 3 fields are sent.
Speed X short 0 Not sent if the thrower entity ID is 0. The speed of this entity along the X axis.
Speed Y short 0 Not sent if the thrower entity ID is 0. The speed of this entity along the Y axis.
Speed Z short 0 Not sent if the thrower entity ID is 0. The speed of this entity along the Z axis.
Total Size: 22 or 28 bytes


Spawn Mob (0x18)

Server to Client

Sent by the server when a Mob Entity is Spawned

Packet ID Field Name Field Type Example Notes
0x18 EID int 446 Entity ID
Type byte 91 The type of mob. See Entities#Mobs
X int 13366 The Absolute Integer X Position of the object
Y int 2176 The Absolute Integer Y Position of the object
Z int 1680 The Absolute Integer Z Position of the object
Yaw byte -27 The yaw in steps of 2p/256
Pitch byte 0 The pitch in steps of 2p/256
Head Yaw byte Head yaw in steps of 2p/256
Velocity Z short 0
Velocity X short 0
Velocity Y short 0
Metadata Metadata 127 Varies by mob, see Entities
Total Size: 27 bytes + Metadata (at least 1)



Spawn Painting (0x19)

Server to Client

This packet shows location, name, and type of painting.

Packet ID Field Name Field Type Example Notes
0x19 Entity ID int 0x00000326 Unique entity ID
Title string Creepers Name of the painting; max length 13 (length of "SkullAndRoses")
X int 50 Center X coordinate
Y int 66 Center Y coordinate
Z int -50 Center Z coordinate
Direction int 0 Direction the painting faces (0 -z, 1 -x, 2 +z, 3 +x)
Total Size: 23 bytes + length of string

Calculating the center of an image: given a (width x height) grid of cells, with (0, 0) being the top left corner, the center is (max(0, width / 2 - 1), height / 2). E.g.

2x1 (1, 0) 4x4 (1, 2)


Spawn Experience Orb (0x1A)

Server to Client

Spawns one or more experience orbs. Coordinates are in absolute units.

Packet ID Field Name Field Type Example Notes
0x1A Entity ID int 105668
x int -1143
y int 1952
z int 1166
count short 7
Total Size: 19 bytes


Entity Velocity (0x1C)

Server to Client

This packet is new to version 4 of the protocol, and is believed to be Entity Velocity/Motion.

Velocity is believed to be in units of 1/32000 of a block per server tick (200ms); for example, -1343 would move (-1343 / 32000) = -0.04196875 blocks per tick (or -0.20984375 blocks per second).

Each axis' velocity is capped between -0.9 and 0.9 blocks per tick (packet values -28800 to 28800).

(This packet data values are not fully verified)

Packet ID Field Name Field Type Example Notes
0x1C Entity ID int 1805

The entity ID

Velocity X short -1343

Velocity on the X axis

Velocity Y short 0

Velocity on the Y axis

Velocity Z short 0

Velocity on the Z axis

Total Size: 11 bytes


Destroy Entity (0x1D)

Server to Client

Sent by the server when an list of Entities is to be destroyed on the client.

Packet ID Field Name Field Type Example Notes
0x1D Entity Count byte 3 The amount of entities which should be destroyed
Entity IDs array of int 452, 546, 123 The list of entity ids which should be destroyed
Total Size: 2 + (entity count * 4) bytes



Entity (0x1E)

Server to Client

Most entity-related packets are subclasses of this packet. When sent from the server to the client, it may initialize the entry.

For player entities, either this packet or any move/look packet is sent every game tick. So the meaning of this packet is basically that the entity did not move/look since the last such packet.

Packet ID Field Name Field Type Example Notes
0x1E EID int 446 Entity ID
Total Size: 5 bytes


Entity Relative Move (0x1F)

Server to Client

This packet is sent by the server when an entity moves less then 4 blocks; if an entity moves more than 4 blocks Entity Teleport should be sent instead.

This packet allows at most four blocks movement in any direction, because byte range is from -128 to 127. Movement is an offset of Absolute Int; to convert relative move to block coordinate offset, divide by 32.

Packet ID Field Name Field Type Example Notes
0x1F EID int 459 Entity ID
dX byte 1 X axis Relative movement as an Absolute Integer
dY byte -7 Y axis Relative movement as an Absolute Integer
dZ byte 5 Z axis Relative movement as an Absolute Integer
Total Size: 8 bytes


Entity Look (0x20)

Server to Client

This packet is sent by the server when an entity rotates. Example: "Yaw" field 64 means a 90 degree turn.

Packet ID Field Name Field Type Example Notes
0x20 EID int 459 Entity ID
Yaw byte 126 The X Axis rotation as a fraction of 360
Pitch byte 0 The Y Axis rotation as a fraction of 360
Total Size: 7 bytes


Entity Look and Relative Move (0x21)

Server to Client

This packet is sent by the server when an entity rotates and moves. Since a byte range is limited from -128 to 127, and movement is offset of Absolute Int, this packet allows at most four blocks movement in any direction. (-128/32 == -4)

Packet ID Field Name Field Type Example Notes
0x21 EID int 459 Entity ID
dX byte 1 X axis Relative movement as an Absolute Integer
dY byte -7 Y axis Relative movement as an Absolute Integer
dZ byte 5 Z axis Relative movement as an Absolute Integer
Yaw byte 126 The X Axis rotation as a fraction of 360
Pitch byte 0 The Y Axis rotation as a fraction of 360
Total Size: 10 bytes


Entity Teleport (0x22)

Server to Client

This packet is sent by the server when an entity moves more than 4 blocks.

Packet ID Field Name Field Type Example Notes
0x22 EID int 459 Entity ID
X int 14162 X axis position as an Absolute Integer
Y int 2176 Y axis position as an Absolute Integer
Z int 1111 Z axis position as an Absolute Integer
Yaw byte 126 The X Axis rotation as a fraction of 360
Pitch byte 0 The Y Axis rotation as a fraction of 360
Total Size: 19 bytes


Entity Head Look (0x23)

Server to Client

Changes the direction an entity's head is facing.

Packet ID Field Name Field Type Example Notes
0x23 Entity ID int
Head Yaw byte Head yaw in steps of 2p/256
Total Size: 6 bytes


Entity Status (0x26)

Server to Client

Packet ID Field Name Field Type Example Notes
0x26 Entity ID Int 34353
Entity Status Byte 0x03 See below
Total Size: 6 bytes
Entity Status Meaning
2 Entity hurt
3 Entity dead
6 Wolf taming
7 Wolf tamed
8 Wolf shaking water off itself
9 (of self) Eating accepted by server
10 Sheep eating grass


Attach Entity (0x27)

Server to Client

This packet is new to version 4 of the protocol, and is believed to be Attach Entity.

This packet is sent when a player has been attached to an entity (e.g. Minecart)

(This packet data values are not fully verified)

Packet ID Field Name Field Type Example Notes
0x27 Entity ID int 1298

The player entity ID being attached

Vehicle ID int 1805

The vehicle entity ID attached to (-1 for unattaching)

Total Size: 9 bytes


Entity Metadata (0x28)

Server to Client

Packet ID Field Name Field Type Example Notes
0x28 Entity ID int 0x00000326 Unique entity ID to update.
Entity Metadata Metadata 0x00 0x01 0x7F Metadata varies by entity. See Entities
Total Size: 5 bytes + Metadata


Entity Effect (0x29)

Server to Client

Packet ID Field Name Field Type Example Notes
0x29 Entity ID int 14 Entity ID of a player
Effect ID byte 17 See here
Amplifier byte 0
Duration short 64
Total Size: 9 bytes


Remove Entity Effect (0x2A)

Server to Client

Packet ID Field Name Field Type Example Notes
0x2a Entity ID int Entity ID of a player
Effect ID byte 17 See table above
Total Size: 6 bytes


Set Experience (0x2B)

Server to Client

Sent by the server when the client should change experience levels.

Packet ID Field Name Field Type Example Notes
0x2B Experience bar float 0.5960060358047485 Used for drawing the experience bar - value is between 0 and 1.
Level short 8
Total experience short 130
Total Size: 9 bytes


Chunk Data (0x33)

Server to Client

See also: Map Format

Chunks are sent a column at a time, with some sections optionally missing from each packet (those consisting only of air).

Packet ID Field Name Field Type Example Notes
0x33 X int Chunk X Coordinate (*16 to get true X)
Z int Chunk Z Coordinate (*16 to get true Z)
Ground-up continuous boolean This is True if the packet represents all sections in this vertical column, where the primary bit map specifies exactly which sections are included, and which are air.
Primary bit map unsigned short 15 Bitmask with 1 for every 16x16x16 section which data follows in the compressed data.
Add bit map unsigned short 0 Same as above, but this is used exclusively for the 'add' portion of the payload
Compressed size int Size of compressed chunk data.
Compressed data unsigned byte array The chunk data is compressed using ZLib Deflate function.
Total Size: 22 bytes + Compressed chunk size

The payload is a set of 16x16x16 sections, sharing the same X and Z coordinates. What is and isn't sent is provided by the two bitmask fields. The least significant bit is '1' if the section spanning from Y=0 to Y=15 is not completely air, and so forth. For block IDs, metadata, and lighting, the primary bitmask is used. A secondary bitmask is used for 'add' data, which is Mojang's means of provided Block IDs past 256. In vanilla minecraft, you can expect this to always be zero. The sections included in this packet progress from bottom to top, where Y=0 is the bottom.

The data is compressed using the deflate() function in zlib. After uncompressing, the data consists of five (or six) sequential sections, in order:

  • Block type array (1 byte per block, 4096 bytes per section)
  • Block metadata array (half byte per block, 2048 bytes per section)
  • Block light array (half byte per block, 2048 bytes per section)
  • Sky light array (half byte per block, 2048 bytes per section)
  • Add array (half byte per block, 2048 bytes per section, uses second bitmask)
  • Biome array (1 byte per XZ coordinate, 256 bytes total, only sent if 'ground up continuous' is true)

Each section is the concatenated data of all included sections (i.e. the block type array contains the block types of all included sections).

In each section except biome data, your decoder loop should look something like this:

 //Loop over 16x16x16 sections in the 16x256x16 chunk
 for (i=0;i<16;i++) {
   //If the bitmask indicates this chunk has been sent...
   if (bitmask & 1 << i) {
     //Read data...
     cubic_chunk_data = io.read(4096); //2048 for the other arrays, where you'll need to split the data
     
     for(int j=0; j<len(cubic_chunk_data); j++) {
       //Retrieve x,y,z and data from each element in cubic_chunk_array
       
       //Byte arrays
       x = chunk_x*16 + j & 0x0F;
       y = i*16 + j >> 8;
       z = chunk_z*16 + (j & 0xF0) >> 4;
       data = cubic_chunk_data[j]
       
       //Nibble arrays
       data1 = cubic_chunk_data[j] & 0x0F;
       data2 = cubic_chunk_data[j] >> 4;
       
       k = 2*j;
       x1 = chunk_x*16 + k & 0x0F;
       y1 = i*16       + k >> 8;
       z1 = chunk_z*16 + (k & 0xF0) >> 4;
       
       k++;
       x2 = chunk_x*16 + k & 0x0F;
       y2 = i*16       + k >> 8;
       z2 = chunk_z*16 + (k & 0xF0) >> 4;
      }
   }
 }

Each biome byte can have the values from 0 to 22, higher will cause the client to crash.

The 'add' array uses the second bitmask. Block IDs are presumed to be block_id | add << 8

Here's an example of how this packet could be encoded.


Multi Block Change (0x34)

Server to Client

Packet ID Field Name Field Type Example Notes
0x34 Chunk X int -9 Chunk X Coordinate
Chunk Z int 12 Chunk Z Coordinate
Record count short The number of blocks affected
Data size int The total size of the data, in bytes. Should always be 4*record count - please confirm.
Data Coordinates, type, and metadata of blocks to change.
Total Size: 15 bytes + Arrays

Each record is four bytes.

Bit mask Width Meaning
00 00 00 0F 4 bits Block metadata
00 00 FF F0 12 bits Block ID
00 FF 00 00 8 bits Y co-ordinate
0F 00 00 00 4 bits Z co-ordinate, relative to chunk
F0 00 00 00 4 bits X co-ordinate, relative to chunk


Block Change (0x35)

Server to Client

Packet ID Field Name Field Type Example Notes
0x35 X int 502 Block X Coordinate
Y byte 71 Block Y Coordinate
Z int 18 Block Z Coordinate
Block Type short 78 The new block type for the block
Block Metadata byte 0 The new Metadata for the block
Total Size: 13 bytes


Block Action (0x36)

Server to Client

This packet is used for a number of things:

  • Chests opening and closing
  • Pistons pushing and pulling
  • Note blocks playing
Packet ID Field Name Field Type Example Notes
0x36 X int 502 Block X Coordinate
Y short 71 Block Y Coordinate
Z int 18 Block Z Coordinate
Byte 1 byte 3 Varies depending on block - see below
Byte 2 byte 17 Varies depending on block - see below
Block ID short 29 The block id this action is set for
Total Size: 14 bytes

See Also: Block Actions


Block Break Animation (0x37)

Packet ID Field Name Field Type Example Notes
0x37 EID? int Entity breaking the block?
X int Block position
Y int
Z int
Destroy Stage byte 1 How far destroyed this block is.
Total Size: 18 bytes


Map Chunk Bulk (0x38)

To reduce the number of bytes this packet is used to send chunk columns together for better compression results. The packet contains up to 100 chunk columns (later this might be reduced to 50).

The data part is a zlib compressed byte array containing the chunk data. The meta data part specifies which chunks in which order the data part exists of.

To split this packet into chunks you need to uncompress the data array. Then you can iterate through the data part. Each part is 10240 * n + 256 bytes. n is the number of chunks in the current chunk column(this is the number of flags set in the primary bitmap). 10240 is the amount of bytes for each chunk without add bitmap, 256 bytes are used for biomes. The second short in the meta data part is not yet in use. It could specify if the chunk uses the add bitmap part, because it has very high block ids, but not in the current snapshot.

Packet ID Field Name Field Type Example Notes
0x38 Chunk Column Count short The number of chunk columns in this packet
Chunk data size int the size of the data field
Data byte array compressed chunk data
meta information chunk bulk meta information Chunk column count times the Meta information structure (See notes for details)
Total Size: 7 + (Chunk data size) + 12 * (Chunk Column Count) bytes


Chunk Bulk Meta Information Structure

Field Name Field Type Example Notes
Chunk Column X int 10 The X coordinate of the specific chunk column
Chunk Column Z int 10 The Z coordinate of the specific chunk column
Chunk Primary bitmap short 15 A bitmap which specifies which chunk is not empty in this chunk column
Chunk Add bitmap? short 0 A bitmap which specifies which chunk need add information because of very high block ids. not yet used. needs verification
Total Size: 12 bytes

Explosion (0x3C)

Server to Client

Sent when an explosion occurs (creepers, TNT, and ghast fireballs).

Packet ID Field Name Field Type Example Notes
0x3C X double
Y double
Z double
Radius float 3.0 Currently unused in the client
Record count int This is the count, not the size. The size is 3 times this value.
Records (byte, byte, byte) × count Each record is 3 bytes, which seem to be XYZ offsets of affected blocks.
Unknown float
Unknown float
Unknown float
Total Size: 45 bytes + 3*(Record count) bytes


Sound/Particle Effect (0x3D)

Server to Client

Sent when a client is to play a sound or particle effect.

Packet ID Field Name Field Type Example Notes
0x3D Effect ID int 1003 The ID of the effect, see below.
X int The X location of the effect.
Y byte The Y location of the effect.
Z int The Z location of the effect.
Data int 0 Extra data for certain effects, see below.
Total Size: 18 bytes

Effects

Sound:

  • 1000: random.click
  • 1001: random.click
  • 1002: random.bow
  • 1003: random.door_open or random.door_close (50/50 chance)
  • 1004: random.fizz
  • 1005: Play a music disc. Data: Record ID
  • (1006 not assigned)
  • 1007: mob.ghast.charge
  • 1008: mob.ghast.fireball
  • (1009 not assigned)
  • 1010: mob.zombie.wood
  • 1011: mob.zombie.metal
  • 1012: mob.zombie.woodbreak

Particle:

  • 2000: Spawns 10 smoke particles, e.g. from a fire. Data: direction, see below
  • 2001: Block break. Data: Block ID
  • 2002: Splash potion. Particle effect + glass break sound. Data: Potion ID
  • 2003: Eye of ender. Actual client effect to be determined.
  • 2004: Mob spawn particle effect: smoke + flames

Smoke directions:

ID Direction
0 South - East
1 South
2 South - West
3 East
4 (Up or middle ?)
5 West
6 North - East
7 North
8 North - West


Named Sound Effect (0x3E)

Server to client

Used to play a sound effect on the client.

Packet ID Field Name Field Type Example Notes
0x3E Sound name string step.grass 250
Effect position X int 250 effect X multiplied by 8
Effect position Y int 250 effect Y multiplied with 8
Effect position Z int 250 effect Z multiplied with 8
Volume float 9 1 is 100%, can be more
Pitch byte 1 63 is 100%, can be more
Total Size: 20 bytes + length of string


Change Game State (0x46)

Server to Client

This packet appeared with protocol version 10. Currently, it appears when a bed can't be used as a spawn point and when the rain state changes. it could have additional uses in the future.

The class has an array of strings linked to reason codes 0, 1, 2, and 3 but only the codes for 1 and 2 are null.

Packet ID Field Name Field Type Example Notes
0x46 Reason byte 0
Game mode byte 0 Used only when reason = 3. 0 is survival, 1 is creative.
Total Size: 3 bytes

Reason codes

Code Effect Text
0 Invalid Bed "tile.bed.notValid"
1 Begin raining null
2 End raining null
3 Change game mode gameMode.changed
4 Enter credits


Thunderbolt (0x47)

Server to Client

With this packet, the server notifies the client of thunderbolts striking somewhere (near the player?). The coordinates specify where exactly the thunderbolt strikes.

Packet ID Field Name Field Type Example Notes
0x47 Entity ID int 4 The entity ID of the thunderbolt
Unknown boolean true Always true. Might have a meaning in the future...
X int 133 Thunderbolt X as Absolute Integer
Y int 913 Thunderbolt Y as Absolute Integer
Z int 63552 Thunderbolt Z as Absolute Integer
Total Size: 18 bytes


Open Window (0x64)

Server to Client

This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory.

Packet ID Field Name Field Type Example Notes
0x64 Window id byte 123 A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1.
Inventory Type byte 2 The window type to use for display. Check below
Window title string Chest The title of the window.
Number of Slots byte 3 Number of slots in the window (excluding the number of slots in the player inventory).
Total Size: 6 bytes + length of string

The window titles sent by the Notchian server are "Chest", "Large chest", "Crafting", "Furnace", and "Trap". Notchian clients force window titles for some windows, like dispensers and furnaces, but other titles are customizable. However, the window title sent by the server is always used for chests. See inventory windows for further information.


Close Window (0x65)

Two-Way

This packet is sent by the client when closing a window. This packet is sent from the server to the client when a window is forcibly closed, such as when a chest is destroyed while it's open.

Note, notchian clients send a close window message with window id 0 to close their inventory even though there is never an Open Window message for inventory.

Packet ID Field Name Field Type Example Notes
0x65 Window id byte 0 This is the id of the window that was closed. 0 for inventory.
Total Size: 2 bytes


Click Window (0x66)

Client to Server

This packet is sent by the player when it clicks on a slot in a window.

Packet ID Field Name Field Type Example Notes
0x66 Window id byte 0 The id of the window which was clicked. 0 for player inventory.
Slot short 36 The clicked slot. See below.
Right-click byte 1 1 when right-clicking and otherwise 0.
Action number short 12 A unique number for the action, used for transaction handling (See the Transaction packet).
Shift bool 0 This is true if the user was holding keyboard shift when they clicked.
Clicked item slot
Total Size: 8 bytes + slot data

See inventory windows for further information about how slots are indexed.

When right-clicking on a stack of items, half the stack will be picked up and half left in the slot. If the stack is an odd number, the half left in the slot will be smaller of the amounts.

The Action number is actually a counter, starting at 1. This number is used by the server as a transaction ID to send back a Transaction packet.


Set Slot (0x67)

Server to Client

Sent by the server when an item in a slot (in a window) is added/removed.

Packet ID Field Name Field Type Example Notes
0x67 Window id byte 0 The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0).
Slot short 36 The slot that should be updated
Slot data slot
Total Size: 4 bytes + slot data

Note that if window ID and slot are both -1, it means the item currently attached to the cursor.

See inventory windows for further information about how slots are indexed.

Slots: [1]


Set Window Items (0x68)

Server to Client

The inventory slots

Sent by the server when an item in a slot (in a window) is added/removed. This includes the main inventory, equipped armour and crafting slots.

Packet ID Field Name Field Type Example Notes
0x68 Window id byte 1 The id of window which items are being sent for. 0 for player inventory.
Count short 4 The number of slots (see below)
Slot data array of slots
Total Size: 4 bytes + size of slot data array

See inventory windows for further information about how slots are indexed.


Update Window Property (0x69)

Server to Client

Packet ID Field Name Field Type Example Notes
0x69 Window id byte 2 The id of the window.
Property short 1 Which property should be updated.
Value short 650 The new value for the property.
Total Size: 6 bytes

Furnace

Properties:

  • 0: Progress arrow
  • 1: Fire icon (fuel)

Values:

  • 0-180 for progress arrow
  • 0-250 for fuel indicator

Ranges are presumably in in-game ticks

Enchantment Table

Properties: 0, 1 or 2 depending on the "enchantment slot" being given.

Values: The enchantment's level.


Confirm Transaction (0x6A)

Two-Way

A packet from the server indicating whether a request from the client was accepted, or whether there was a conflict (due to lag). This packet is also sent from the client to the server in response to a server transaction rejection packet.

Packet ID Field Name Field Type Example Notes
0x6A Window id byte 0 The id of the window that the action occurred in.
Action number short 12 Every action that is to be accepted has a unique number. This field corresponds to that number.
Accepted? boolean true Whether the action was accepted.
Total Size: 5 bytes


Creative Inventory Action (0x6B)

Two-Way

While the user is in the standard inventory (i.e., not a crafting bench) on a creative-mode server then the server will send this packet:

  • If an item is dropped into the quick bar
  • If an item is picked up from the quick bar (item id is -1)
Packet ID Field Name Field Type Example Notes
0x6B Slot short 36 Inventory slot
Clicked item slot
Total Size: 3 bytes + slot data


Enchant Item (0x6C)

Client to Server

Packet ID Field Name Field Type Example Notes
0x6C Window ID byte 1 The ID sent by Open Window
Enchantment byte 0 The position of the enchantment on the enchantment table window, starting with 0 as the topmost one.
Total Size: 3 bytes


Update Sign (0x82)

Two-Way

Packet ID Field Name Field Type Example Notes
0x82 X int 128 Block X Coordinate
Y short 0 Block Y Coordinate
Z int -128 Block Z Coordinate
Text1 string First line First line of text in the sign
Text2 string Second line Second line of text in the sign
Text3 string Third line Third line of text in the sign
Text4 string Fourth line Fourth line of text in the sign
Total Size: 11 bytes + 4 strings

This message is sent from the server to the client whenever a sign is discovered or created. This message is sent from the client to the server when the "Done" button is pushed after placing a sign. This message is NOT sent when a sign is destroyed or unloaded.


Item Data (0x83)

Server to Client

Sent to specify complex data on an item; currently used only for maps.

Packet ID Field Name Field Type Example Notes
0x83 Item Type short 358 Type of item being modified
Item ID short 0 The ID (damage value) of the item being modified
Text length unsigned byte 35 Length of following byte array
Text byte array {0,0,0,20,20,20,20,20} ASCII text.
Total Size: 6 bytes + Text length

Maps If the first byte of the text is 0, the next two bytes are X start and Y start and the rest of the bytes are the colors in that column.

If the first byte of the text is 1, the rest of the bytes are in groups of three: (data, x, y). The lower half of the data is the type (always 0 under vanilla) and the upper half is the direction.


Update Tile Entity (0x84)

Server to Client

Essentially a block update on a tile entity.

Packet ID Field Name Field Type Example Notes
0x84 X int
Y short
Z int
Action byte The type of update to perform
Data length Short Varies
NBT Data Byte Array - Present if data length > 0 Varies
Total Size: 12 + itemstack bytes

Actions

  • 1: Set mob displayed inside a mob spawner. Custom 1 contains the mob type


Increment Statistic (0xC8)

Server to Client

Packet ID Field Name Field Type Example Notes
0xC8 Statistic ID int 1003 The ID of the statistic. See List of statistics.
Amount byte 1 The amount to increment the statistic.
Total Size: 6 bytes


Player List Item (0xC9)

Server to Client

Sent by the notchian server to update the user list (<tab> in the client). The server sends one packet per user per tick, amounting to 20 packets/s for 1 online user, 40 for 2, and so forth.

Packet ID Field Name Field Type Example Notes
0xC9 Player name string barneygale Supports chat colouring, limited to 16 characters.
Online bool true If false, the client will remove the user from the list.
Ping short 193 Ping, presumably in ms.
Total Size: 6 bytes + length of string


Player Abilities (0xCA)

Two-Way The latter 2 bytes are used to indicate the walking and flying sppeds respectively, while the first byte is used to determine the value of 4 booleans.

These booleans are whether damage is disabled (god mode), whether the player is flying, whether the player can fly, and whether the player is in creative mode.

To get the values of these booleans, simply AND (&) the byte with 1,2,4 and 8 respectively, to get the 0 or 1 bitwise value. To set them OR (|) them with their repspective masks. The vanilla client sends this packet when the player starts/stops flying with the second parameter changed accordingly. All other parameters are ignored by the vanilla server.

Packet ID Field Name Field Type Example Notes
0xCA Flags byte 5
Flying speed byte 12
Walking speed byte 25
Total Size: 4 bytes


Tab-complete (0xCB)

Two-way

Sent C->S when the user presses [tab] while writing text. The payload contains all text behind the cursor.

The server responds with an auto-completion of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported.

In the event of more than one possible completion, the server responds with the options packed into the single string field, separated by a null character. Note that as strings are UTF-16, this is two bytes wide.

Packet ID Field Name Field Type Example Notes
0xCB Text string
Total Size: 3 bytes + length of string


Locale and View Distance (0xCC)

Client to server

Sent when the player connects, or when settings are changed.

Packet ID Field Name Field Type Example Notes
0xCC Locale string en_GB
View distance byte 0 0-3 for 'far', 'normal', 'short', 'tiny'.
Chat flags byte 8 Chat settings. See notes below.
Difficulty byte 0 Client-side difficulty from options.txt
Total Size: 8 bytes + length of string

Chat flags has several values packed into one byte.

Chat Enabled: Bits 0-1. 00: Enabled. 01: Commands only. 10: Hidden.

Colors Enabled: Bit 3. 0: Disabled. 1: Enabled.


Client Statuses (0xCD)

Client to server

Sent when the client is ready to complete login and when the client is ready to respawn after death.

Packet ID Field Name Field Type Example Notes
0xCD Payload byte 0 Bit field. 0: Initial spawn, 1: Respawn after death
Total Size: 2 bytes


Plugin Message (0xFA)

Two-Way

Mods and plugins can use this to send their data.

Packet ID Field Name Field Type Example Notes
0xFA Channel string MyMod:testchannel Name of the "channel" used to send the data.
length short Length of the following byte array
data byte array Any data.
Total Size: 5 bytes + length of string + length of byte array

More documentation on this: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/


Encryption Key Response (0xFC)

Two-Way

See Protocol Encryption for information on this packet.

Packet ID Field Name Field Type Example Notes
0xFC Shared secret length short
Shared secret byte array
Verify token length short
Verify token response byte array
Total Size: 5 bytes + length of shared secret + length of token


Encryption Key Request (0xFD)

Server to client

See Protocol Encryption for information on this packet.

Packet ID Field Name Field Type Example Notes
0xFD Server id string
Public key length short
Public key byte array
Verify token length short
Verify token byte array
Total Size: 7 bytes + length of string + length of key + length of token


Server List Ping (0xFE)

Client to Server

To load server info in the multiplayer menu, the notchian client connects to each known server and sends an 0xFE.

In return, the server sends a kick (0xFF), with its string containing data (server description, number of users, number of slots), delimited by a UCS-2 '§' (0xA7).

Note that as this is the last packet you'll see, you can get away with just chopping off the first three bytes (the ident and the string length) and decoding the remainder as a UCS-2 string.

If the number of available slots sent is equal to or less than 0, the client should display it as "???".

Example server pinger:

https://gist.github.com/1209061 (Python)

https://gist.github.com/1235274 (PHP)

http://pastebin.com/q5zFPcXV (Ruby)

Packet ID
0xFE


Disconnect/Kick (0xFF)

Two-Way

Sent by the server before it disconnects a client, or by the client before it disconnects from the server. The receiver of this packet assumes that the sender has already closed the connection by the time the packet arrives.

Due to race conditions in the client, a local server may need to pause for a short period after sending this packet before closing the connection. An alternative is simply not to close the connection, and wait for the client to do so on receipt of this packet.

Packet ID Field Name Field Type Example Notes
0xFF Reason string The server is full! Displayed to the client when the connection terminates
Total Size: 3 bytes + length of strings

See Also